Pay To Play

September 21, 2011 - 4:07 pm
Irradiated by LabRat
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Find of the day: there’ll be a talk in November on the subject of cognition and learning in MMOs, by a member of the PopCosmo research group. In the most literal sense it’s taking place in Australia, but since in effect it’s taking place in World of Warcraft within the Ironforge Library on the Saurfang server, the cost of travel is pretty cheap. I plan to be there if I can manage.

The usual reflexive reaction to a research group that studies games, and does so specifically to learn how our approaches to education are working or failing when we get kids who are completely uninterested in school but deeply engaged with games, is to pass it off as a too-hip shallow diversion into something irrelevant and unimportant. Games are games, shiny flashy play and time-wasting, and learning is learning.

The thing is, though, that what game developers are essentially in the business of is making learning such a fun and organic activity that people pay in real money and real time in order to do it. It doesn’t matter how basic the game is, all that any of them offer is a chance to master an activity at progressive levels of difficulty; Tetris is a spatial puzzle that speeds up. You can see rotation of objects through space as a challenge on many, many different IQ tests. Pac-Man is another spatial puzzle- track yourself and several other moving objects through a maze, complete the maze within a time limit and without running into any other moving object. Any of the original simulation genre is complex systems manipulation and mastery, and the flight simulator became so detailed that its devotees can spend hundreds or thousands of dollars on equipment and the software to do something that has no game goal but is just as complex and difficult as flying a real plane, minus the g forces and fatal consequences. The later Sims games are a combination of resource management, virtual architecture, and learning how the AI works. Portal is another spatial puzzle, speeded up and with extra dimensions and physics problems added.

MMOs take things to the next level; something like Portal is meant to be played out over a certain number of potential gameplay hours, but an MMO developer has to make the game interesting enough, and content extendable enough, that players remain interested and engaged with the game for years. Depending on the game and the size of playerbase it’s looking to command, there are usually multiple layers of gameplay to learn and potentially master; a developer’s challenge is to make the transition between “kill ten rats, get ten silver” to “level up (gradually increase in complexity)”, to “master your class and take part in competition demanding great knowledge of the game and your role in it, teamwork, practice, and research” fun enough to be worth paying money for- and the fun is in the learning process; even very achievement-oriented players walk away if there’s no challenge to it.

EVE Online is probably the most extreme example; the point of the game is participation in a player-driven economy, which rather than being centrally controlled by the parent company is entirely player-organized and run, to the point where fantastic acts of economic sabotage that nearly any other gaming company would put their foot down on is merely part of the game experience. It’s also the only game with a player-created and elected governing political body, the Council of Stellar Management, which exists to represent the playerbase to the developer team. It is, in essence, a virtual state with virtual corporations and virtual militaries and mercenaries who do what is in nearly all respects work, with the difficulty curve to match and little effort made to make it more accessible to newer or more casual players. The work IS the point of the game. In essence, people pay real money for a non-real job with far fewer protections and benefits than a real job, except for the freedom to experiment.

There are two possible reasons for why this should be a viable and ongoing business model for the game developers:

1) People are inexplicably stupid.
2) The game developers are in the business of making even a very steep and punishing learning curve, covering multiple aspects of cognition and driven by cutthroat real intelligences, appealing and rewarding enough to pay for.

Personally, I’m betting on 2. Play is already a somewhat murky domain; we know that organisms seem to need more of it the more intelligent they get, that it is always self-driven and self-rewarding, that it seems to carry far more risks to it than just leaving well enough alone would, and that it doesn’t solely consist of aping out real-world skills and motions, though it seems to help somewhat. Games in general and MMOs in particular are play gone professional, at least in their creation; developers compete to offer something customers are internally driven to do that takes up a lot of their time and cognitive resources.

I think there is probably a great deal to learn about learning, motivation, and cognition in there, particularly as the process of development and development cycles themselves break down the moving parts in the system, and the way players interact with them, by small pieces.

No Responses to “Pay To Play”

  1. Gnarly Sheen Says:

    If I recall correctly, a study was formally announced on the teamliquid.net forums recently for Starcraft 2 (an RTS for any unfamiliar). I think it was supposed to a study on how humans learn from mistakes and adapt, but I can’t say I fully recall. In my experience, player response to outside studies inside their game of choice is usually quite favorable. The response on the teamliquid forums to the request of those doing the experiment for replays has been very positive, with people constantly uploading their replays from all skill levels. I think a lot of gamers are enthusiastic about such studies, as it shows that there are people who take the players seriously.

  2. Eseell Says:

    You would probably find Reality is Broken by Jane McGonigal to be an interesting read. Slightly related, there was a panel at PAX Prime this year on parenting as a geek where the panelists spoke about using games as teaching tools for things like socialization, practical math and statistics, and sportsmanship. I wish there were video but the GeekDad article will have to do.

    It strikes me as interesting that so many people do see gaming as a waste of time when we’ve been using games as teaching tools for children for millennia. There’s no reason other than misplaced pride and perhaps a lack of vision that they can’t be used in the same way for our entire lives. Not that we should turn our whole lives into games writ large, but there’s no reason that gaming time has to be nonproductive time.

  3. Kristopher Says:

    Interesting.

    Is there a reason they are only giving this lecture to blizz customers?

    You can’t join a guild to see guild chat on a trial account.

  4. LabRat Says:

    Given how much such talks usually cost for a ticket plus cost of travel fees, it still works out as quite a bit cheaper than most similarly scholar-to-scholar directed activities. It isn’t meant to be as accessible to the public in general as possible.