Awesome By Proxy: Addicted to Fake Achievement
pixelpoppers.com
pixelpoppers.com
That was early 2005, and I haven't played a video game since (other than some GNUbg and a few hours of Street Fighter IV). I'm not entirely sure I've used my free time as wisely as I could have, but I know I didn't waste it killing boars.
For a real-life example check Top Gear's visit to the Bonneville Salt Flats: http://www.youtube.com/watch?v=vrKPPdTuk8I. "To reach our targets we'll have to get the wheelspin off the line exactly right. Every gear change, exactly right. We'd have to get our line in the salt, exactly right. Every bit of the run would have to be perfect."
It is really interesting to see these posts come out just days apart - I wonder if there is any cross pollination there.
When I was young I would invite my friends over, and they would play the games—I would simply watch them, and offer strategic advice when I could (which I gleaned from reading the included instruction manuals that they usually ignored.) Thinking back, I got just as much out of this experience as actually playing them[1] myself, if not more, due to the pair-programming-like social interaction of pilot and navigator. The variable enforcement schedule was still there, as there would be times that they were stuck, and, by empathy, I would feel stuck too. I was two levels removed from the game-world, only able to direct my friend to direct the character, but it was still just as fun.
I still play these games, already knowing their plots, just because I can immerse myself in the game-world's atmosphere by deviating in any direction from the "move the plot forward" one. It's a bit like taking a guided tour through a sandbox game; when someone points out a lion, you can stop the bus and ride it, then get back on toward the next stop. Even then, though, I know it's really just a movie, and none of the "scenes" I'm creating for myself would make it past editing.
If you find a lot of yourself in that description, by the way, I'd recommend checking out the Let's Play Archive[2] from SomethingAwful. Basically just people being your buddy and playing games with you, sometimes doing MST3K-like additions to the narrative to make the presented stories even more compelling.
[1] "Them" as in CRPGs. I would not compare for a moment the fun of watching someone play a skill-based game to actually playing it; the feelings are orthogonal.
It's main points are is games like WoW teach the wrong lessons, like "investing a lot of time in something is worth more than actual skill". This addresses MMOs more specifically, but relates to the larger point raised by the pixelpoppers article.
For the vast majority of our fellow humans, this is exactly the lesson they should learn to prepare for whatever they are likely to do for the rest of their lives. It's a vanishingly small proportion of the population that cares about cultivating a skill beyond "good enough", and that includes a greater majority than you'd probably expect of programmers, academics, and people in other "thinking" professions as well. Plenty of people need little more than a stable income and a few loved ones around them to be happy.
And it's not necessarily a bad thing: shoot for mastery if that's what you feel compelled to do, but if you don't feel you have what it takes, carve out a comfortable niche and try to be happy in other ways. Everyone evaluates their success against a different metric, and we should never be so arrogant to assume that our personal metrics are valid when we measure others.
Me too. I used to think it was cool to make no effort at all but still come first - although, away from school, I put a lot of effort into coding, and was really proud of seeing deeper, solving difficult problems and getting results.
In changing this, one concept I've used is: value inputs, not outputs.
Side note: if one places RPG's in the same category as books and movies (in which the reader identifies with the protagonist), they can be seen as having a mastery orientation...
So it's much, much more difficult than just about any modern console game I've played, and yet it's hugely successful. This really seems to suggest that there's a hole in the market for games catering to mastery-oriented gamers.
Edit: Also, RTS is extremely skill-based
Solo computer games are fun for recreation* but until the AI in them starts approaching humans levels they will never challenge you the way real people can. Learning a martial art, studying math/computer science or playing a team sport (even if it's a LAN strategy game) seems to me a much better way to build muscles (physical, mental, social).
*but playing them too much is probably a sign of akrasia... http://lesswrong.com/lw/15w/experiential_pica/
However games which train actual working memory (e.g. Dual N-Back) may be an exception.
Yes, the Gygax/Arneson-style advancement system, when applied in CRPGs often becomes a dynamic difficulty-scaling mechanism. But one needn't look any further than this year's Most Important Game Ever (Call of Duty... 6?) to see similar systems in the most sacred of 'skill based' genres: online, multiplayer, first-person shooter. Put in the time, get power-ups.
FPS/RPG hybrids often have this, the most notable I can think of being Deus Ex (Bioshock is a passable example, but nowhere near as complex in the endgame). Action and strategy RPGs have this if played in a certain way, though most of them are just really easy to begin with. Roguelikes have this in spades. The combat in pen-and-paper dungeons and dragons can have this.
Console-style RPGs like the Final Fantasy and Dragon Quest series usually don't have this. MMORPGs usually don't have this as such; rather, they usually have two almost independent games (beginning-game and endgame).
I've never quite experienced this exact ideal, but I've come close. And I've also been beaten, which makes the next time even sweeter when my adjusted strategies carry the day.
This turns the game into a bit of a puzzle. Despite your mentioning them, Final Fantasies have typically been very good at this, if you take the minimal/"easy" game path. Which does mean not doing all the extras, but as FF games get bigger and bigger via copy&paste questing I'm finding this is less of an issue than it used to be. (You can still do the "postgame" stuff if you're that into it.)
The Persona series also involve some skill and some luck; sometimes I find it hard to believe how one error can be the difference between wiping my party out without me touching the enemy and my wiping out the enemy without them touching me. It doesn't seem like it should work that way, but it has happened to me numerous times, where even a well-leveled party for where they are gets themselves wiped out because I had a momentary brain fart and hit the wrong command in the first round. It's a very mathematically unstable system, vs. FF's very stable/predictable one, but great fun.
Your defeat has brought chaos to the Federation. Your cowardice and betrayal shall be known throughout the stars. Your decaying corpse will be an object for ridicule and scorn. Disgrace will follow your family for centuries.
Once adorned and worshipped by all. Your rotting flesh will serve as a reminder of the price of failure.
Oh, the horrible pain of defeat....
Game Over
one page version: http://www.printthis.clickability.com/pt/cpt?action=cpt&...
In silicon valley it's interesting because people sometimes define north/south as parallel to the freeway north/south 101. It actually runs ~east/west where I am.