Whenever a new field gains in popularity, you start hearing buzzwords slung around like dirty pizza. When I was a kid, or a little more of a kid than I am now, at least, my first job was in the PR department of a major blue chip company (no, not IBM) during the time of dot-com boom and epic stock inflation, and this company's was one of the highest on the market. Our CEO was popping up on the cover of Fortune and things like that, and the PR people were patting themselves mightily on the back (then, during the bust, when they actually had to do their jobs, they tanked). Anyway, ridiculous, invented phraseology is born from the oily-handed womb of the PR departments, and back then all kinds of ridiculous pseudo-words were battering down the lexicon of sanity in my crazy little workplace (where I, by the way, had the important job of Photocopying Things).There's more than a little hype now around the virtual worlds space, which I currently spend a good chunk of my time covering over at Worlds in Motion. By the way, have you heard there will be a one-day Worlds in Motion Summit at GDC this year? And guess who's content chair? Hint: It's me! Anyway, in thinking up panels and speakers for the summit, I've really tried to pick out cool people who are actually doing interesting work that's relevant to us both as thinking people and as gamers, because the virtual world is really just a cousin of the MMO.
The funny thing is, with all the ridiculous amounts of money virtual worlds can pull down with advertising dollars and investments right now, people are actually looking very closely at how to get as many users signed up to their worlds as possible, how to make those people come back as many times as possible, and how to make them stay as long as possible. They're looking at what users will voluntarily spend money on and what it is they value from an online experience. The buzzword for this -- and I think it's a hold-over from the dot-com era -- is "sticky." Yeah, I realize a lot of those weirdos find Second Life to be "sticky" for an entirely different reason, but what they mean is making users "stick" to their world.
I like to see this happening in the virtual worlds space (also, whenever you see the word "space" in a phrase like that, you know the hype machine is at full steam), because there's a lot that video games and MMOs can learn. Don't we all wish, sometimes, that certain developers had thought beyond what would make us want to buy a game to what would make us actually want to play it, and keep playing it? Online worlds, and MMOs, to some extent, need to be free these days in order to compete. Nobody wants to buy a download, and there are very few formats in which people are willing to pay subscription fees anymore, without a significant experiential value for their money. And yet the market is so saturated right now, you can't withhold your valuable content from curious users who just want to check the experience out, because it could mean the difference between them signing up and them moving on. So in aiming for the highest conversion rates, people are actually figuring out, psychologically, what makes us play and what keeps us engaged. Amazing!
The buzzword here is "compulsion loops." That refers to any small action taken that provides an immediate and gratifying reward, such that it motivates us to continue taking that action or to expand upon the behavior somehow. You play a quick, easy minigame, and earn some coins or points or something and buy your avatar a hat. You feel so good about it that you want to go play the minigame again. Or you had so much fun playing the minigame that you want to check out another one. Just five more minutes. Just five more minutes.
So, compulsion loops make games and online worlds sticky. There you go, I'm a buzz machine! But, you can see how the ideas are grounded in good sense.
Which is why I was so curious to hear about Kwari. It's that pay-to-kill game; where basically you need to spend real-world cash on ammo to compete in frag tournaments. Shoot another player, cha-ching. Get shot, lose money. They go to great pains to say this is a skill-based game, so they're not subject to the gambling banhammer. The funny thing is, I've heard the words "anti-social gaming" and "repulsion loops" used a lot in interviews and articles I've read about this upcoming title. I have to say, as a counterculture whore, I like the idea; it makes me grin a little. But when you think of the type of player that would enjoy the game and continue tossing cash to keep playing it in a trigger-happy frenzy, I've got to think it's being angled to exploit the gambling addict mind. That's a whole different kind of compulsion, surely.
Kind of makes you wonder; if game developers can use human psychology to zero in on the behavior of the brain's reward center to get people to play games for longer, and if a game like Kwari can manipulate the compulsive behavior patterns of people with addict tendencies, could they actually, someday, make a game that is truly psychologically addictive, putting wind in the sails of the "game addiction" idea?
Or have they already? Have you ever felt addicted to a game, MMO, online social world, or anything? If so, which was it, and, most importantly, why?
18 comments:
I think you're right: Kwari looks, to me, more like an online poker room than an MMOG. I'm referring here to the compulsions they're trying to feed and the business the company is running, not the nuts and bolts of the game being played.
The random factor, as it pertains to "is this gambling?", only matters from a legal standpoint. Playing poker profitably over the long run is a skill, and every poker player will tell you he has it. Even if his results suggest otherwise: hey, it was just bad luck! So the deathmatches are going to be filled with eager gamers confident (either rightly or wrongly) in their skills, 65% of them thinking they're above average, all shelling out for ammo thinking they can come out ahead. The winners will win and keep playing, the losers will lose, blame it on lag and try again and keep playing, and oh yeah - Kwari Co. gets $.00031(US) every time you fire a rail gun no matter who wins. Same as online poker.
We'll see what tack they take with advertising, but I expect to see ads highlighting (among other things) the very real chance that you, yes, you! are extremely likely to make a ton of money by playing this game, for serious!
One of Project Entropia's selling points was the ability to "cash out" at any time, and I remember this being highlighted in its buzz a great deal. Somehow they left out the fact that it cost slightly more to shoot down a fuzzle as you would be likely to loot from it. While most long-time PE players are probably just playing for fun, I don't doubt that they hook a lot of players who think they can make some cash, and I expect there are still some plugging away hoping for a big score.
Eve Online. Damn good game. It's one of the freest MMOs in that you can do any path you want with one character, although of course you learn faster if you have the right attributes. There is so much to do, from PvP, PvE, mining, production, scientific research, reactions, POS operation, trade, making an IPO and selling shares, piracy; both player and corp theft, not to mention the alliance territory wars.
My favourite thing is being in a good roaming gang or a fleet op and defending our space. It's pretty hard, the other players are very good, especially dedicated pirates, but you can beat them with superior tactics or numbers or ship fittings.
So yeah, I get a bit of my head going "why aren't you playing Eve now?" when i've got free time. Even though your skills train when you're oog, you still want to go back and play, it draws you in. The fact that you don't have to spend hours ingame per day to keep advancing is a good counter to the game being called addictive though. You can just sign in for a minute to change skills and do something else and come back a few hours/days later when you want to, and your character hasn't stagnated.
Leigh, the first Worlds in Motion link is to .com, not .biz
Oh, thanks son_et_lumiere, you are the best ever. I suppose it's a testament to how busy/fried I am that I can't even spell my own site!
I've always thought WoW pretty much settled whether games are addictive or not. I've avoided WoW for the same reasons I don't smoke. It's an addictive and expensive habit that's bad for you health.
I have avoided playing WoW for pretty much the same reasons. Its extremely addicitve ( ive seen it in person, i think id lose lots of frineds and my job if i was addicted like some of my friends are )
Hell, im still playing Diablo 2 and Starcraft after all these years, so thats enough for now till Starcraft 2, then Blizzard officially owns my soul for again
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