Why Do We Play Video Games That Feel Like Work?
motherboard.vice.com
motherboard.vice.com
In other words, work sucks primarily because it has been made to suck by a combination of extremely expensive real-estate in a down-town office and inattention toward the subject of how to make work fun.
The article calls this "the realities of work" and that the inherent difficulties and uncertainties are natural to the problems of the "real world" and must be accepted. But I beg to differ, there are tons of games that are extremely hard to play well (e.g. Sim City, Devil May Cry, etc.), yet still incredibly fun and addictive. And if you consider online games where interacting with other player can produce just as much uncertainty as real life, games are no less "real" than reality... yet they are fun while real work isn't.
Personally, I think corporations can take a page from video game design and analyze their own employees work flows and design it to be a more fun process.
That's why you come home and program in a perfect world of Haskell (or some other toy), just like the farmer chooses the virtual farm over the real one.
> The article calls this "the realities of work" and that the inherent difficulties and uncertainties are natural to the problems of the "real world" and must be accepted.
In a certain sense, you're correct - the challenges to overcome in a game can have the same magnitude. In other sense, you're not. At the end of the day, game is still a game. Maybe it is the responsibility that you feel that makes the difference. In the real world, the stakes are higher; cannot that be the ultimate reason why the work sucks?
It could be, but I don't think it is. Doing something that's actually important feels awesome.
When you drop the ball and it all goes to shit, it can literally drive people to suicide.
The real world success rate is extremely low and on a long scale approaches 0 unless you're in the 1% in which case the rate approaches 1 of course, because they rig the rules, and their quislings get REALLY angry when anyone points it out.
Although, I do also agree that there are extremely hard games today. I just think they are aimed at people like me for nostalgia reasons but also the current players that actually want a challenge. Otherwise, the mechanic goes against the current trends best suited for making money in the market.
As for health being a carefully managed resource, there were also the games where you get hit once and you die. In those cases lives were the carefully managed resource. Which that type of game was common. They don't seem as common these days.
But I think most of the hard factor of games of the past was a holdover from arcades where the goal was to kill you within a few minutes so you would insert another quarter. Games at the time tended to mimic that mechanic.
This is at the heart of "nintendo hard". Games were limited in content and scope, and ramping up difficulty was the only way to ensure the experience would last long enough to justify the cost.
Not true, they are engineered to be fair, and that is a very key distinction. A gamer can be reasonably certain that with a good deal of persistence they will eventually be able to overcome any hurdle, even if it is made to appear insurmountable at first. Some examples would be the Dark Souls games and the recent Bloodborne.
Its comical to think of a 2015 video game implementation of player v computer chess, where you never get checkmated, just have to move yet another piece, and never run out of pieces, until you finally win.
There's been a lot of talk about games nowadays being "too easy", but they have difficulty selectors for a reason. Gamers choosing an easier difficulty because they would prefer to experience the story with minimal frustration are still valid gamers, they are just tuning their entertainment experience to their preferences.
Disparaging gamers with those preferences by calling them a part of "participation trophy" culture is unfair and uncalled for. Their entertainment preferences are just as valid as your movie or book preferences, regardless of how "difficult" it is for you to experience the media.
The extremely small number of game creators can result in restricted choices and frustration. I guess I've always got the indies, at least, even if dominant AAA style holds little appeal to me.
It sounds like you're proposing the Game Over screen come back and boot people back to the title screen to start all over, which doesn't suit many gaming formats, especially those formats developed or popularized in the last decade or two like RPGs and adventure games.
Can you give any examples?
The only area of video gaming I can think of where your complaint applies is mobile, where you win by paying thousands of dollars for energy crystals or some such.
That might actually be interesting. Most chess games are decided by blunders even at Grandmaster level. I'd love to see people try to work on a "perfect" game, with unlimited retries. Maybe we'd finally see whether White has a winning advantage.
2. The point of playing games isn't always to "win" or "lose". Sometimes the point is just to have an experience. To roleplay, to see a story unfold, etc.. Then a ruthless difficulty can get in the way of that experience. Or it might not - but the point is that difficulty and achievement aren't always the biggest points. At least not to me.
3. A lot of hard games are hard in a lame or lazy way. Or just in a "fake" way[1]. Games should be hard in a way that forces you to be more cunning, agile, faster and smarter. Not just blindly double the HP of all enemies, or make progress depend on an obscure secret which can not be guessed from the game, forcing you to buy some gaming magazine in order to progress further in the game.
[1] http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty
My pitch would be to make play - not just "fun" or compulsion loops, but the whole dynamic of playful activity - an organizational improvement process. The best results, as with most things, would need deep structural commitment, but there would be room even for a limited engagement to make some progress.
But a vast majority of "work" out there is nothing like working in software.
So yes, it is probably just you (or us rather).
Just my opinion though!
I know some people can lose themselves in video games for whole weeks, my experience from the couple of times my wife and kids have left me home alone for a few days is that I have about 16 total hours of pent-up video game binging in me at any given time, and once that's satisfied I'm totally done with video games for the next several days and would rather fix things around the house or catch up on my reading or get outside. Anything but play video games.
If I had to wake up early to go play video games 40 hours a week every. single. week. (with another 5+ hours lost to commute) I doubt I'd make it through the second week before I started to dread it. And that's if I got to choose the games and didn't have to do anything work-ish related to them, just play, so 100% ideal conditions (not like the notoriously-crappy jobs of video game testers)
Get ticket. Reproduce bug. Fix bug. Close ticket. Repeat.
But they don't let you work on new features? That sucks :(
Except MMO's, which are probably the pinnacle of repetitive, work-like video games. Kill 10 rats times a billion.
MMOs: not even once.
The big assumption here is that people are using their time optimally all the time. I think instead we simply run out of motivation and deal with whatever is going on instead of looking for the 'best' way to have fun/work. We're familiar with it, and dislike the cost associated with finding something new.
I get where you're coming from, but this statement is easily disproven with any example of anybody who enjoys any repetitive task.
I think the difference between painful and tolerable (or even fun!) repetition is context and measurement. You need to know why you're doing what you're doing, how it matters, how it helps.
I remember reading in 'Made To Stick' about this famous cookhouse in Iraq, where the chef felt that him and his crew weren't merely responsible for providing rations, but for the morale of the troops. To them, their repetitive work had meaning.
Repetition can also be fun when you get better at what you're doing. Look up videos on YouTube of folks in India making prata– they add all sorts of styles and flourish to their mundane tasks, and they clearly take a lot of pride in being so good: https://www.youtube.com/watch?v=Egltg4kW06Q
Tons of games have super tight "gameplay loops". Super meat boy - try, die, repeat right away until you win. Over and over and over again. Every level is just a variation of something before it.
I don't think people dislike repetition at all. People repeat stuff all the time and like it. So there must be something else going on.
That would be nice, yes. Most organisations are tremendously bad at this kind of introspection. And like introspection of the individual, it's painful and time-consuming. Especially when a process doesn't work well and you get into the eternal battle of "we need better employees" vs "better training" vs "change the process".
Not to mention that plenty of managers are Calvinist enough to design the fun out of work; employee fun is presumed to be a cost to the company that must be minimised.
* Goals to be achieved that give the player a sense of purpose.
* Rules that limit how the player can achieve said goals.
* Feedback on the player's progress towards the goals the proves them to be attainable and motivates the player.
* Voluntary participation by players aware of the rules and goals.
And then the further argument is that we can make the world a better place and people happier in general by bringing all of these game-style elements into work and everyday life. It's an interesting read, if a little one-sided.On the flip side, the Black Mirror episode "Fifteen Million Credits" features a dystopia in which most people spend their entire lives generating electricity by peddling on stationary bicycles to earn credits they can use to outfit a virtual persona. Let's hope that's not the logical conclusion of Farmville!
The opposite of play is not work; it's depression.
I think the key thing people do wrong through, is to take work and try to make it more like play by adding in superficial 'game mechanics' like achievements.
Visual Studio had this for a while, and it had things like "use the debugger 100 times" or something like that. This is not how you make work into play. Those achievements are meaningless. Worse, they could provide incentive for using visual studio poorly.
For a really deep look at how games can be used to improve real world tasks, I recommend the works of [James Gee](https://en.wikipedia.org/wiki/James_Paul_Gee).
In other words: people want to control how they do work, and feel they have some flexibility. They want to recieve prompt feedback so they understand when they're doing well or badly. And they want to encounter a variety of challenges.
Gamification is just building a tight feedback loop and providing sufficient variety. Autonomy is much harder to automate, because it seems to be the opposite of building an 'on-rails' experience guaranteed to please someone.
Work in a game and real-life can be fun if you are accomplishing things and moving in a general progression direction with some success.
In the real world, you can accomplish things and move sideways or backdrift based on many other factors than what you put in as work or capital, in other words, not as fun all the time and not really specifically tuned as a game design for fun.
And also: No meetings.
Compensation from work is much more distantly related to performance. A salaried or hourly person gets the same pay per time period regardless of being more productive than average or not.
Additionally that compensation is money which as at least one step removed from the actual reward.
And sometimes that reward is using the money to buy time off which is apparently a contradiction and requires complex understanding to justify the whole point of work. Games don't have profound contradictions in this category.
Also work compensation is sometime unfair paying inept or unproductive people who are good at office politics. Games obviously can't be unfair in this way.
Sometimes the rewards are immensely remote such as retirement. Game rewards often occur within seconds or at most hours.
Some rewards are just avoiding improbable miseries such as paying for an illness (if you have the misfortune to live in a society where this is a worry). Disasters in games are always no only unbelievable or impersonal but often humors eg minecraft's creeper or sim city's flood. No popular game has you grinding hard to save money just in case you become unemployable due to depression or cancer.
We play "labor games" for fun because they are the idealistic of what we really want to do but without that irritating intrusion of reality.
In contrast in real life it is hard to find out who actually wants the result you are just tasked to do, nobody knows how it should look like in the end and everybody has complains about the result no matter how it looks. That's why work feels like work and the same thing as a game feels good.
"The goal of Desert Bus was to, quite simply, drive a bus from Tucson, Arizona to Las Vegas, Nevada; a very very boring drive, as those of us who have done it know. There were a couple catches, though: in the game, your bus could not go over 45 miles per hour. Also, it veered to the right, just ever so slightly, so you could not simply tape down the accelerator button on your Genesis pad and leave the game alone; you had to man the wheel at all times. Oh, and did we mention the trip takes eight hours, in real time?"
“You saw nothing. It was just desert stuff going by, And there was a little green tree hanging from the rear-view mirror, one of those things that makes your car smell better? And it would just kind of drift in slowly to one corner of the screen. And you couldn’t take your hands off the controller, and if you did…it didn’t have a spectacular crash, it just slowly went into the sand, and then overheated and stopped, and then the game was you being towed backwards all the way back to Tucson.”
“And when you went from Tucson to Vegas and did the full 8 hours, you had bus stops, and the bus stops…you could stop and open the door, but no one got on. No one’s ever waiting for you. And if you went by them you weren’t punished at all, because nobody was there. It meant nothing. And a bug hit your windshield five times during the eight hours, and that was the only animation. It was just road after road after road. Eight hours of desert bus. And then when you got in - and I love this - when you got into Vegas and pulled in and stopped, the counter - which was five zeros - went to 1. You got 1 point for an eight hour shift, and then a guy came in and said, ‘Do you want to pull a double shift, Mac?’ And then you could drive back to Tucson for another eight hours for another point.”
Desert Bus illustrates what happens when the accomplishment is 1 point, and the work is 8 hours.
But if you want to see people suffer through that game for a whole week 24h/24, come watch the yearly "Desert Bus for Hope" charity marathon in November: http://desertbus.org/about/ :-)
I find this parallels quite well with my day-to-day software development job, although playing these games remove a lot of the mundane tasks of actual employment (meetings, repetitive tasks, reliance on others, communication issues etc). Both of these involve solving varied problems in different ways, though.
I concluded that I was simply doing what I enjoy, creative problem solving, and that I was just lucky enough to do what I intrinsically enjoyed for a living. I didn't think that my choice of leisure-activity was influenced by society's apparent changing view of free-time as "potential work time".
All being said, I miss the grand era of 80s/90s 2D greatly.
That game looks amazing, but I've been waiting for a linux port. I don't think I'll be holding my breath though. If I get a Playstation 4 I'll instantly buy it.
>hours of "WHY DID I BUY THIS GAME?"
>seconds of "I AM A GOD" A vacation is a respite from unpleasantness, and since
consciousness of death and decay are unpleasant, it may
seem weird that the ultimate American fantasy vacation
involves being plunked down in an enormous primordial
stew of death and decay. But on a 7NC Luxury Cruise, we
are skillfully enabled in the construction of various
fantasies of triumph over just this death and decay. One
way to 'triumph' is via the rigors of self-improvement
(diet, exercise, cosmetic surgery, Franklin Quest time-
management seminars), to which the crew's amphetaminic
upkeep of the [ship] is an unsubtle analogue. But
there's another way out, too: not titivation but
titillation; not hard work but hard play.She kinda made the argument that if I wanted to progress in life I could follow the rules (work to get this degree), and that it should stimulate me as much as diablo 3. It's true that in both cases, there are rules. Except I thought that life/society/civilization is not really a game. Maybe if you want to improve the economy, you can use bits of game theory to reduce the cost of regulation and corruption, but I doubt that it's sane to imply that all real life is like a game. Maybe I should try to play by the rules, but it would be very tempting to cheat, that's one reason to avoid playing, to avoid the temptation of playing.
In video games the rules make sense, but in society it rarely does. Social stratification, social disintegration, my unemployment, etc.
I don't think video games are much simpler, or that simplicity has something to do with it. But the rules never contradict themselves. There can be games with rules that are pretty complex too, and those games are much more interesting because there is a logic to it.
Maybe an interesting game concept would be to make a game more realistic by introducing more contradictions inside it. Pollute the environment, increase poverty, deal drugs, corrupt politicians, etc, adding a "some people just like to see the world burn" aspect to it. GTA is already a little like that, except I don't see it going all the way through.
So the bigger and more complicated a culture is (you know, like ours?), the more likely the rules as taught are lies vs the rules as how the world actually works.
So unsurprisingly following the rules as taught isn't going to work very well for everyone. The folks who want to maintain control can fight that little problem by all manner of social engineering. Let people vote, but only between irrelevant decisions never the important stuff. Guilt trips. Threats (see religion and eternal damnation for all heretics). Anecdotal examples in the place of actual societal trends (the token xyz in a group, etc). Good ole fashioned bread and circuses, ya see the baseball game last night and how bout that game of thrones episode?
Work often has situations where the outcome is much less certain. We have a problem we don't know how to solve so we need to try various possibilities. This can be fun if there is room for experimentation and we can try some things that fail without failing overall, but in situations with tight deadlines and uncertain outcomes, where you have a limited chance to attempt something and you don't know whether it will work, this is a recipe for stress.
- You need to work to make money to buy food to eat. That introduces unavoidable stress into your work in the form that you know, if you don't work well enough, you'll get fired and then you'll starve. Or get your power cut. Or be kicked out of your house.
- You can always start again, no matter how badly you mess up. In a lot of workplaces, if you mess up a couple of times, you're fired and you can't try again.
In short, real work is less like Farming Simulator 2013 and more like nethack, but you only have one life.
Sounds a bit like Melanie Emberly from the indie game "Cart Life" (2013).
>A recent divorcee who had to quit her job at her office as a result. Now, Melanie runs a Coffee Hut. Her goal is to amass a sum of one thousand dollars in sales by custody hearing on Monday whilst taking care of her daughter, Laura.
Why do backbreaking labor outside when one can sit comfortably in a cool office staring at a screen? Because meaningful labor is invigorating, even in simulation.
The equivalent at work would be when you can see a very clear relationship between your actions and the benefit your actions have on your customers and the rest of your team.
The author also twists Adorno. Immediately before the quoted sentence ("the contraband of modes of behaviour proper in the domain of work… is being smuggled into the realm of free time"), Adorno says "free time must not resemble work in any way whatsoever, in order, presumably that one can work all the more effectively afterwards." Obviously work simulators try to very closely resemble work, and they don't try to hide this fact at all—no contraband smuggling here! That was written 50 years ago, maybe things have changed.
I think its the same thing with games - some games I play do feel like work, but I still enjoy them and I think the reason is because I choose to play when I want to. If I were told "you have to play this game now", then I'd probably hate it, but if I can decide for myself, then I enjoy it. Which games I would choose to play in a given moment depends on the mood I'm in.
I'm amazed at this level of obsession and dedication. If we could figure out how to turn this on or off for learning to code or figuring out math then everyone could do wonders.
There is the literal "spreadsheets online" part of the "gameplay". I used to be one of them. I literally spent hours pouring over resource numbers and timing, and that's not even touching the in-game market that has complexities of the same magnitude as the real-world market.
Then there is the "millionaire-turned-retired" myth persistent throughout the in-game culture. It was cited as a ha-ha-only-serious joke for whoever seemed to dump a ton of money-for-ISK into the game, but if there is a kernel of truth in humor then that is something that could always be more fleshed out.
Then, of course, the entire premise of the game is built on top of the simple mechanic "when you get blown up, you lose everything with you". Loss is very real and requires real work to keep and maintain your in-game status quo. Whether it is having good allies or finding a less-crowded corner of the universe.
Very many missed opportunities indeed.
plus in many cases it simply gives many something to do. never underestimate the number of people who have nothing to do and need an outlet
its not much work if your not bored anymore
The interesting thing is that people always have an endless amount of things to do.
The problem is that we're usually really VAGUE about what we need to do. And vague todos don't get done a little bit less, or a little bit slower– they don't get done at all! This is pretty counterintuitive.
I have a bookshelf of unread books, and an endless list of work, but it's easier to play a game (or reply to a HN comment!) because the task at hand is much more straightforward. Type, hit reply, get the dopamine.
With the books, or with work, I have to pick something, decide what I want to do, decisions, decisions, decisions. Great video games lay out the decisions for you in a very clear "jump this gap", "pick up that weapon", "shoot that guy" sorta way.
Real life is messier, and so we procrastinate more. The feedback is less immediate and clear (unless we deliberately design it to be so.)
So we like to play, because it improves our skills.