MMORPGs are only fun because you lie to yourself

posted in Ian's Blog Rants
Published August 27, 2008
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I have a weird theory: I don't think people that play MMORPGs actually enjoy them -- but they think they do. That raises the question: how does someone believe they're having fun when they're not? Well, I'll get to that.

First, I have to say, World of Warcraft is one of the most boring games ever made. I say that with the utmost respect for the people that designed it, who did a good job given the constraints, but it's still incredibly boring. It's leaps and bounds more fun than every other MMORPG, but that's like saying, "well little jimmy might keep sticking coins up his nose, but gosh darnit, he's smarter than that Johnson kid that walks around wearing a helmet while making airplane sounds and crashing into walls!"

Consider this: if you were to take the same exact game mechanics from WoW, and put them into a single player game, would it be any fun? At all? Honestly?

I actually challenged a hardcore WoW player on that: would WoW be fun without the generally irrelevant massively multiplayer gimmick? And he said "well it wouldn't be fun unless you added a story..."

Really? Did tetris need a story to be fun?! NO! If your game needs a story you're just covering up the fact that your gameplay mechanics are boring. You're masking the dullness of your game by turning it into a low budget movie. If RPGs didn't have stories, nobody would ever play them, because the core gameplay of "roll the dice and see if your numbers are bigger than their numbers" isn't actually fun. Some of the secondary things are fun, like making your character pretty, but nobody ever admits that because they dont want to say "well really if this game wasn't playing off my vain desire to look like a cybernetic dwarf with a really cool murder hammer I'd be bored as hell."

Here's the weird thing: the people that play these games are totally convinced they're having fun. So how are all these people convinced they're having fun when they're doing something so dull? Well, it's because they're lying to themselves.

So we're back to the original question: why are people having fun with these really dull games? I'll explain. But before I do, lets talk about something way more fun: sex!

Back in the 1950s, Elliot Aronson and Judith Mills conducted an experiment at Stanford. Students were invited to join a group to discuss the "psychology of sex", but before they were allowed in they had to pass a test to show they qualified.

Some of the students were given a very easy "qualification test": they had to read a few sexually explicit words from the dictionary out loud. Only mildly embarrassing really. The other the students were given a much more embarrassing and difficult test: they had to recite lurid passages from "Lady Chatterly's Lover" and other trashy romance novels out loud to the experimenters.

(Keep in mind this was back in the 1950s, where talking about sex was a lot more taboo than it is now).

This is where the experiment gets awesome: after the students passed the initiation, they were allowed to hear a recording of one of the previous "meetings". The meeting was intentionally recorded to be as boring as possible -- the discussion was actually about bird mating habits, not humans, and the participants were intentionally made to sound extremely dull and stupid.

So how did the students feel about the recording? Well, the students that were given the easy test said it was boring and a waste of time. On the other hand, the students that were given the difficult test generally felt that the meeting was very insightful and interesting.

I'm going to restate that, because it's really really important: how hard it was to pass the initiation into the group had a profound effect on how people viewed the group subsequently. The more difficult it was for a person to join the group, the more positive they felt about the group in general.

Do you think any of these people were consciously aware of this? Of course not. It's classic cognitive dissonance. They had to convince themselves they liked the group, because otherwise they'd have to accept the much less palatable idea that they had made a fool of themselves for nothing. If you were to tell them about the experiment results, they'd probably say something like "oh yeah, I could see how other people could be influenced like that, but not me... I just really like hearing about bird mating habits. Did you know there's a type of bird called a 'tit'? How funny is that?"

Maybe some of you see where I'm going with this: the harder you have to work for something, the greater chance there is you'll like it. Or more precisely, the greater the chance is that you'll convince yourself you like it. Oh yes, in the right context you can convince yourself you like just about anything, including the mating habits of tits.

So lets say you went out and bought WoW, because the promise of exploring this strange new world with your friends looked interesting. Already you're pretty invested in this: you spent $50. But that's not so much, you can still decide that it sucks maybe. And then you play for a few hours, and at first its kinda fun. "Hey look, there's some other guy running around! Hey, I just advanced from level one to level two! NEAT!"

Then the rewards start getting fewer and fewer. It's very gradual. You hardly even notice. Level 2 sure came quick, but level 20 is taking forever! You already spent 30 hours playing the game though, and your friends are all telling you that it gets REALLY fun when you get your mount. Are you really going to quit now? You're pretty much past the point of no return -- you've invested so much in the game that to say "ugh, what a waste of time" would also mean to say "I just wasted the last week of my life for nothing". And the more you keep leveling, the harder it gets to say "hey, you know how my girlfriend left me because I was spending more time with this game then her... well it wasn't really worth it. This is sort of dull".

So that's what I mean about lying to ourselves. How much you like something isn't intrinsically a function of the fun value of that thing, rather, its also a function of how much the person invested into that thing. And by their nature, MMORPGs are very good at tricking people into investing a lot of time. It's very much possible to convince yourself you like something, regardless of how painfully boring it is.
0 likes 14 comments

Comments

Trapper Zoid
But what is the difference between genuinely liking something and convincing yourself you like something? It's all purely psychological, and in both cases you still like the thing in question.

I'd say it's more a problem when you're playing for the promise of future reward, especially if that promise is false; i.e. similar to the psychology behind problem gamblers. Except in MMOs, you're gambling with time instead of money.
August 27, 2008 01:47 AM
Facehat
Quote:Original post by Trapper Zoid
But what is the difference between genuinely liking something and convincing yourself you like something? It's all purely psychological, and in both cases you still like the thing in question.


That's a good question I hadn't really considered. Maybe there isn't a difference.

If you're looking to design a game, I think it's helpful to be able to recognize when a mechanic works because its enjoyable, versus when a mechanic works because its "sticky". By "sticky" I mean mechanics that keep people playing without adding a lot of fun value: leveling systems with intermittent reward schedules, for instance.

Quote:
I'd say it's more a problem when you're playing for the promise of future reward, especially if that promise is false; i.e. similar to the psychology behind problem gamblers. Except in MMOs, you're gambling with time instead of money.


Yeah, I'd agree with that. The promise of a future reward can definitely make any activity more compelling.
August 27, 2008 12:26 PM
dbaumgart
I think you're right on with this.

Worst of all is that it is intentional design; I'm getting to thinking more that it is socially irresponsible to intentionally make addictive games which give as little as possible in return. That's not 'addictively fun', just 'addictive and not actually much fun at all but I keep playing because I'm invested in it and so are my [only, now] friends', mind you. (Not that the same couldn't be said for all kinds of technically useless activities, but at least most of them don't have monthly fees and do get one out of the house.)

Not that I'd suggest censorship, either, I just want to give Blizzard what-for by glaring disapprovingly at them.
August 27, 2008 01:24 PM
Jotaf
Awesome! My thoughts exactly. Except for the 50's experiment part, I didn't know about that. This might sound harsh, but these people aren't having fun, they're obsessing over in-game rewards to get to the point where they will eventually have fun. Which lasts for about 5 seconds. Without getting too philosophical, can it just be said that this sort of "fake" fun is inherently worse than the genuine "I can feel the fun right now"-fun?

I know people who lost entire semesters and were on the verge of being kicked out of college because of WoW. I'm biased on the subject of course.
August 27, 2008 03:48 PM
vs322
But I like progressively bigger numbers.
August 27, 2008 04:52 PM
Trapper Zoid
Quote:Original post by vs322
But I like progressively bigger numbers.

Play Progress Quest; it's been made just for you.
August 27, 2008 05:05 PM
Besome Games
I thought this was a particularly awesome journal post. Normally I don't make it all the way through ones this big without some images or something, but this was so very true. I was once really into WOW, and this just sums up what I learned from 20+ hour binges of gameplay.
August 27, 2008 05:16 PM
theshmee
I played world of WoW for a few years and I can say that you are wrong. Even though I don't play it now, when I first started the game, it was amazing.

Why? ..because it's multifaceted. Sure.. there seems to be an endless grind to get to the highest level, but what about the other aspects of the game? You can spend years learning/exploring not only the world but all the different content in the game.

Classes - Learning a class in the game takes time, I think the developers did a good job of creating a class tree that allows you to play a sub-class within a class. So even though you master one of the sub-classes there's still an option to re-spec and play a totally different role that has it's benefits and drawbacks.
For example; If you decide to play a priest, you can choose special skills/talents that will allow you to be a primary support with Holy talents, verse the primary damage with Shadow Talents. There are so many options and variations here you can spend the majority of your time playing one class of character. (or play all the different types of classes and races)


PVP - With the combination of class talents, weapons, abilities and skill you can base the whole game around fighting with other players in the game. Forget about role playing when you can Join different arenas or battlefields and test your skills against some of the most dedicated players in the world. It's a rush when you are in an 2v2 arena with your best friend and you discuss different strategies and win against a really high rated team with only a few health points to spare. PVP is an art, some might say. You have to make sure you have to right talents, skills, weapons, weapon enchants.. anything that will give you an edge over the other team. (because many times it comes very close).

Roleplaying - There are role-playing servers that I've been on where there were literally hundreds of people that come to together and really get into the whole aspect of "playing the part". These people are die-hard role players.. if not world of warcraft they'd be in some other MMORPG chatting people up.

PVE - Another amazing aspect of the game. It takes a lot of discipline in higher levels to be able to beat some of the dungeon/bosses in the game. Whether it be 10 people or 40 people in a raid. You get a feeling of accomplishment when you work really hard and kill/down a boss. It's the same feeling after you beat a really long game.

There's so much content I could go on and on...

Conclusion: If you don't know all of what the game has to offer you will not understand why it attracts as many people as it does.
I can guarantee you that you'll lose interest if you do not find or make any online friends. Some of these people you play hours, weeks, even years with. You build relationships/friendships that keep you coming back.
August 27, 2008 07:30 PM
Jotaf
theshmee: None of that says anything about exciting gameplay...
August 27, 2008 10:36 PM
Facehat
Thanks for all the comments guys, I haven't had a chance to respond to them but I have read all of them. :-)
August 28, 2008 02:35 AM
parable
I played World of Warcraft a bit, and watched friends play who got into the endgame content, and I have to agree with theschmee as far as it actually being a very enjoyable game. I'd say the problem you seem to have with it isn't that the game isn't fun itself, it's more the time people feel they have to put into it.

WoW has all the game mechanics that make games fun. It's got puzzles to solve (quests), characters to develop and customize, deep strategy (in both PvP and PvE), twitch skills, an interesting economy, a large world with lots to do, and the type of dynamic uncertainty that comes from playing with a lot of other people, half of whom can attack you if they see you.

One of the awesome things the WoW devs did was make a MMO that CAN be played casually, like you would play a game of Tetris. If you have the self control to only play half an hour a day, this game will provide you with a half an hour of fun times, every day, because there is so much you can do. You can log on and do a couple quests, try flipping items in the auction house, explore new areas, do world PvP, or play the very fun Battlegrounds. You will find that you still level fast enough, particularly because of the "rested" xp bonus, to keep things interesting with new spells and skills. If you switch the time up to play an hour or two every other day, you can add to that running instances with other people, which in my experience are all very cleverly designed (the instances, not the other people), requiring strategy and communication to get through, which makes for more fun and rewarding gameplay.

The point is, Wow doesn't FORCE you to play 6 hours a day. It has content for people who want to do that, simply because it's so much fun that a lot of people DO want to do that. So the experience you are describing, with everything not being much fun anymore after investing many hours every day for a long time doesn't mean that Wow itself isn't fun, it just means you are playing it in a way that you aren't really having fun anymore. I love movies, but if I watched 3 in a row every day of the week, I'd probably find I wasn't having a ton of fun either.
August 28, 2008 11:10 AM
dreyruugr
The short version is that your theory is poorly constructed at best.
1) You dismiss key aspects of the MMO genre (socialization and story) to make an an argument that genre isn't fun.
2) You oversimplify the core game mechanics (claiming it's just a RNG) in order to help you prop up said argument.
3) You then present information about a study as supporting evidence of said argument.

The problem is your point lost validity from the moment you stripped out key aspects of the genre to form the basis for your theory.

Long version:

"if you were to take the same exact game mechanics from WoW, and put them into a single player game, would it be any fun? At all? Honestly?"

See RPG: Fallout, Elderscrolls Series, Baldur's Gate, etc...

"would WoW be fun without the generally irrelevant massively multiplayer gimmick?"

Would Tetris be fun if all of the pieces were 2x2 blocks? Seriously, you don't just get to dismiss an entire aspect of a game (the social one in this case) and then point to the remaining game as dull and boring. The entire game is designed to be played online with other human beings, much like Tetris is designed to be played with pieces of varying shape.

"If RPGs didn't have stories, nobody would ever play them, because the core gameplay of "roll the dice and see if your numbers are bigger than their numbers" isn't actually fun."

By your reasoning, the core gameplay of Tetris is rolling the dice to see if the next piece you get will fit somewhere correctly. Never mind any thought that might go into the placement of said pieces, or how prior choices might affect the current situation or how this choice will affect the future. You've oversimplified something complex in an effort to prove you point.

As for your Stanford experiment analogy: It is unlikely that the participants enjoyed reading "Lady Chatterly's Lover" aloud at any point during the experiment. It was the mystery and promise of the reward that kept them going, and their subsequent, subconscious disappointment that led them to tell themselves that the reward was truly interesting.

MMO players, on the other hand, often enjoy the process of obtaining their rewards. And, unlike the Stanford experiment, the rewards are designed to be genuinely enjoyable. There's generally very little need for justification. Do you think any of the participants in the study would have chosen to do it again? I'd imagine they learned their lesson, even on a subconscious level.

I don't claim that all MMO players enjoy every aspect of the game all of the time, but they definitely enjoy it a lot more than you give them credit for. There may be a level of self-deception for some players, but it's going to vary greatly from person to person. Generalizing might help you make a nice tidy package for your theory but it doesn't make it true.

In the end both your theory and your analogy are deeply flawed. Honestly, you just sound bitter.
August 28, 2008 10:00 PM
matt_j
Quote:Original post by dreyruugr
In the end both your theory and your analogy are deeply flawed. Honestly, you just sound bitter.


I think people that bash WoW are usually bitter due to their friends doing nothing else but play the game. You can find plenty of people who have had this happen to them.

"Fun" can often depend on the tastes of the person. _I_ don't find WoW fun at all, but 8 million people do. That's fine, I just don't have to pay Blizzard $12/month. Especially when, like most people, I get PAID to perform boring tasks daily.
August 30, 2008 09:28 AM
AdamGL
Very insightful. I have tried WoW for a week and decided it was quite boring. However, I did not buy the game; I borrowed my friend's account. Since my investment was virtually non-existent, this complies well with your argument and the studies you referred to. I find it difficult to like a game in which you perform repetitive tasks that just get longer and longer with no real reward besides higher numbers. I believe the social aspect is quite entertaining, but another game-play mechanic would be needed to get me interested.
August 30, 2008 07:20 PM
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