Job Satisfaction
Irradiated by LabRat
One of the most frequent cracks you’ll ever hear leveled against Massively Multiplayer Online Games (hence referred to as MMOGs) is that they’re “a job you pay someone else for the privilege of doing”. On its face, this criticism is absolutely accurate; no matter how much fun it is or how varied the developers try to make the missions, the process of playing one of these games is essentially that of creating a virtual person that must work at various tasks to achieve progress, with the process being ultimately open-ended and non-conclusive in order to create an incentive for the player to keep playing indefinitely. Grinding through levels is undoubtedly work, and once you finish that process, so is levelling various money-making crafting processions and upgrading gear in order to deal with progressively more and more difficult “end-game content”- until the next expansion comes out and the process starts all over again. And you pay someone else for it! You chump!
The thing of it is, though, ALL games are fundamentally work that you pay someone else to be allowed to do. When I was a kid I forked over around fifty bucks of my carefully saved allowance (several months’ worth, anyway) for Super Mario Brothers 3. I then dedicated the next several months of my young life to conquering the damn game, which as anyone who played the original iterations of Mario Brothers knows was a sheer grind of developing reflexes, muscle memory, and sustained concentration sufficient to keep the goddamn plumber alive through eight worlds’ worth of increasingly ludicrous platform-jumping and pipe-mazes. I resisted the urge to pitch my controller through a window countless times and frittered away God knows how many hours. Best saved allowance I’d spent yet, so far as I was concerned- and I can assure you I didn’t put in all that time and effort and banked frustration just to find out at the end that Mario rescues the Princess and then see which Japanese people were credited with, say, the Goomba sprites.
I did it because, paradoxically, the reward offered up front for doing something- whether it’s navigating a platform jumper or successfully taking down a raid boss or working a job for real money- isn’t always why we really do something. If you ask someone why they work at their job the usual answer is a “duh, you drooling idiot” stare and a “because they pay me”- and unless that person is lucky enough to be in a job they’d work at for free anyway just because they enjoy the process that much, this is surely true. But pay is really only part of why people do particular jobs; if there were a direct relationship between willingness to work and number of dollars paid in the end, people would never quit high-paying jobs or even high-paying entire careers in order to do something that offers them less stress and frustration. Even if you’re being paid enough to spend weeks in the Caribbean every year, if your boss is obtuse and abusive and your co-workers are lazy and irresponsible, it might not be worth it to you to continue showing up and doing something that offers no rewards other than the pay.
One of the best ways to utterly demotivate and undermine anyone who works at anything is to remove the connection between effort exerted and results achieved. If some poor cubicle drone finds there is no difference in outcome for him whatsoever between how hard he works and how well he is treated or even just the simple question of having his effort acknowledged, and the guy down the hall that spends all day playing Minesweeper and does the bare minimum to get along, the odds are that he will quit if he thinks he can do any better, and that he will become equally as unproductive as the Minesweeper addict if he thinks he can’t. Similarly demoralizing and work-ethic-killing are bosses that offer no clarity of expectation and give arbitrary punishments and rewards that relate more to how he’s feeling than the worker’s actual efforts and quality of results; whether you’re a laboratory rodent getting random shocks or an employee of a company that models its management practices after “Dilbert”, not knowing what to do or how to gain rewards or avoid punishment will skyrocket stress hormones and rapidly set up the afflicted individual for a case of learned helplessness.
The real appeal of a game, whether it’s based on pixels, cards, or chess pieces, is that it represents a system with explicit and easily understood rules and paths to success, even if the success represents nothing more than a completely abstract condition. Even if actually achieving that success is extremely difficult and time-consuming, as long as the player still perceives that success to be actually achievable with enough effort, the odds are that he will keep playing, providing he has nothing more rewarding to do. The conditions for victory are clear and are not changed arbitrarily, and the connection between effort and reward is ironclad; even if you fail in an attempt, all improvement is measurable; you survived longer against your opponent, or damaged your opponent more, or stumbled across new possible strategies to try. More advanced games (and old games with particularly good systems) encourage a great deal of exploration and innovation, which extends play time and ways to be rewarded in some fashion. There’s plenty of other things that go into making a game good or bad, but most of the things that make them bad stem from somehow disturbing these elements of clarity and reward-to-effort link- making the game so obtuse to control that only the most lightning reflexes can possibly produce any success, making the game so easy that there’s no challenge (no effort required) for reward, or making it so difficult and opaque that only someone who read the developer’s notes could possibly figure out what the conditions for success are.
MMOGs take this one step further by involving other people, which both increases the potential for reward and for aversion. Cooperating with or defeating other players is simply more rewarding than doing so with an artificial intelligence, if only because the flexibility of behavior is so much greater. AI will always have its limits, but other players are endlessly innovative- both in the traditional sense and in finding ways to be a better idiot. Getting approval from real people is much more rewarding than just meeting an AI’s conditions for success- and getting disapproval stings a lot worse. (No one likes being called an oozing bag of monkey cocks for no reason, which keeps a lot of people off social online environments in general.) This sets up a massive challenge for anyone who wants to develop such a game: protecting players from the worst effects of the bad behavior or incompetence of others while also building in ways to reward true cooperative efforts. That this is pretty difficult to do is reflected in the history of successes and spectacular failings in the genre in general, but since Everquest developers have found a number of sound rules to build in to give the game at least a chance of success. (Don’t require other players to make any progress at all, make global chats easy to deactivate, don’t provide campable spawns, make player-versus-player combat an opt-in system, etcetera.)
At “end-game” stages where players have maxed out the levels and loot attainable through questing, explored the entire existing game world, and exhausted crafting or other make-work economic activities, the social aspects of the game get a lot more important, especially in terms of content that involves getting together a large group of people to achieve goals. In order to protect themselves from fools and predators and maximize their chances of success, players usually form semi-permanent alliances so they can choose from a stable pool of trusted people to work at the content with. I’m only deeply familiar with Warcraft, but in that game, guilds (alliances) often have an application to join- which a lot of people complain is too much like a job application. The reason this is so is that in nearly all respects it’s functionally identical to a job application; both the potential recruit and the recruiting group need to find out if they’ll be able to work well with each other without a lot of conflict, drama, and hurt productivity. Successfully cooperating with twenty-four other people to defeat a series of encounters and gain in-game rewards is rewarding; repeatedly failing because people aren’t taking their role seriously, grandstanding, or trying to screw other people for loot is incredibly frustrating. More subtly, finding out how often the group intends to raid and what the general atmosphere is is akin to sussing out a corporate culture- there’s a lot more profanity and sex jokes in a raiding guild than at a business, but the overall question of environmental compatibility is still just as important.
The function of an MMOG’s existence, and the reason people pay the gaming company to work at it, is to be an artificial good job, one at a well-run company with good incentive plans and skillful managers. If it more closely resembles a bad job, players are LOSING money rather than getting paid- and will quit with alacrity. The degree of psychological value a good job- even one that actually costs money- represents to people is reflected in the millions of subscribers.
August 5th, 2009 at 9:36 pm
Heh.
The real game begins when you are maxed out.
Then you have to learn how to actually socialize with other humans in order to proceed.
Even the PvP’ers have to work themselves into 3 or 5 man teams to proceed in Arena endgame competition.
The horror …
August 6th, 2009 at 7:08 am
This is all a mask for you bitching about how your heavies aren’t pulling their weight, isn’t it?
August 6th, 2009 at 7:34 am
Need to hire a Gnome tank?
August 6th, 2009 at 10:07 am
Nah, the guild I actually raid in is Horde, and they’re mostly better players than me.
August 6th, 2009 at 12:17 pm
Strikes me as a non- gamer that some of your intuitions explain why freelance writing is so maddening today. Examples:
Write something and be paid les from the same magazine than they paid in the 80’s (!)
Write something for a magazine that explains they are not paying what they did last month.
Write a book length ms and hear six months later that it wasn’tquite whatt hey wanted (“Too American”) and can they have the advance back?
Write something and not hear- for six months and counting…
Ask your agent to check it out and not hear- for two months and counting…
OK, fire the agent, but what business on earth is like this?
(For others than LabRat I have many books, all well reviewed, most in print. And it is not just me…)
August 6th, 2009 at 12:54 pm
Yep. Sounds tailor-made to stress the hell out of a lab rat, a dog, or a human- no defined expectations, disconnected rewards and aversions, wonder what your cortisol levels are like lately?
You in particular might enjoy Robert Sapolsky’s tome on the physiology and psychology of stress- it’s excellently written and there’s a lot to see in there that suddenly makes a lot of sense…
August 6th, 2009 at 2:29 pm
Now take that game theory and apply it to the rational expectations of being able to succeed in our society, and you get a lot of explanations for both socialist and libertarian ideology.
Typically, the socialist is pre-disposed by personality or training to expect that collaboration in society, and when he gets shafted by people who aren’t taking his gaming seriously, he feels cheated and wants to amend the rules to better control the advantages that “cheaters” get.
The libertarian/economist sees that the rules are changing, becoming murkier and harder to understand, and outcome becomes less related to effort input, so he feels rightly that it is worth less effort for the expected (diminishing) reward.
August 6th, 2009 at 2:48 pm
I was working in an animation studio briefly as a trainee. Being a trainee, I wasn’t actually working on a production, I was just doing training exercises. At one point, I was given the opportunity to do some concept art for a movie in development. I thought, ‘Yay, awesome, I can finally contribute something and get a credit, too!’ Most of my co-workers said I should concentrate on the concept art (because it was for an actual movie) and tackle the training stuff second.
Then my boss informed me that she was merely ‘permitting’ me to do the concept art as an ‘outlet for my creativity,’ and I wasn’t actually working on the movie at all. I wanted to die.
In hindsight, I should have just stayed at home and played Shadow of the Colossus.^^
August 6th, 2009 at 9:49 pm
The rationality regarding work and reward in WoW is why I lost a year of my life compulsively playing it. The lack thereof in the Battlefield 2 (too many technical cheats) is what made me give up on that one.
I don’t know about you, but I too know what it is like to have a job where any performance level about showing up really accomplishing nothing. It is a drag too, I’m glad I got out of that racket.
Jim
August 6th, 2009 at 10:00 pm
Every once in a while, I think “They’re no more nerdy than me, these Atomic Nerds.”
Then you post something about the economics of MMOG’s, and I realize that you come from a far more advanced race of nerd than I ever dreamed of evolving to become.
Back in the early ’90s, I messed around a little on the MUDs like Darker Realms, which grew enough to crash the TAMU server, reportedly. Looking it up, I see now that my character name, long neglected, has been usurped by another, who has interestingly-enough listed himself as being married to a female by the same name as my wife. (Though not my wife’s character name.)
I recall my old college roommate typing macros in furiously to stay ahead of our 2400 baud dial-up modem on his 286 laptop as he roamed the ‘Realms.
Now THAT guy is a Nerd that could possibly run with you guys. Me, I can talk guns, drink Scotch, yell at implausible science on Shark shows, and pursue a Masters in a soft science. Oh, and I can drink spicy hot chocolate with the best of ‘em. Maybe someday I’ll be able to chase an ungulate with y’all.
August 7th, 2009 at 5:29 am
You can now enjoy the freedom of not having to spend time and money applying makeup every day, and enhance your natural looks without the need for cosmetic surgery.
August 7th, 2009 at 5:44 am
You can now enjoy the freedom of not having to spend time and money applying makeup every day, and enhance your natural looks without the need for cosmetic surgery.
JUST WHAT I’VE ALWAYS WANTED.
August 7th, 2009 at 8:56 am
Bah … I keep my hordies on a different realm.
No conflicts of interest that way.
August 7th, 2009 at 10:36 am
Eh, depending on the server, the fastest way to make money was(pre-expansion at least, I stopped playing WoW before it came out) to play the merchant game between the horde/gobbo/alliance auction houses. The first time I did it, both horde and alliance characters already had mounts. The second time, which occured on a smaller server(where the trick works better, perhaps because of the lack of chinese item/gold farmers), I managed to do it with both characters below level ten and using a loan from a guild bank on both sides I made ludicrous amounts of money. Those guys had the best buyable crap possible at every level augmented by what I managed to make/find until I ended up quitting. Now I’m off to fire up my Mario roms.
August 7th, 2009 at 11:07 am
Normally the spam gets nuked as we see it, but since harbles made me laugh about that one, it stays.
August 7th, 2009 at 12:27 pm
In Ultima Online, the fastest way to make money was to either kill or steal from a player with a lot of it. Actually fighting monsters for money would eventually expose you to other PKs or thieves.
The earlier incarnations of the game were reportedly very entertaining for the sheer amount of anarchy. A Tinker could create explosion-trapped boxes and suicide bomb people with it due to area of effect damage. They patched that one out right quick. (Tinker traps were still good for killing thieves, though.)