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Sympathetic
goals
(Back to TOC)
13 September 2005
by Mike Rozak
In Choice and consequences
I claimed that quests and goals were just about the same thing, and that it might be
better to think of handing out quests to players as handing out goals. Following this idea
reveals an important issue: You can't give a player a goal; You can tell them
about a goal, but they must decide that a goal is important (to them) before they really
accept it.
Thus, a game needs to package the goal so that the player takes
up the goal. How can a game produce such packaging?
Standard ways of creating sympathetic goals
When a player is approached by a NPC and asked to collect six
what-cha-ma-call-its in wherever land, why should the player actually care?
- Because the game says to do the quest - This
is, by far, the weakest excuse for a quest, but it's commonly used. "You must slay
the evil overlord" is a common example. Most CRPGs begin with this line and assume
its enough to keep players motivated.
- The quest is needed to complete another quest -
Next weakest is the game that provides the master goal/quest of "slaying the evil
overlord" and lots of sub-quests that must be completed to finish the final quest...
"To slay the evil overlord you must collect the sands of time, mists of freedom,
and waters of love." This approach works if the master goal/quest is
compelling, however a weak motivation for a master quest results in weak
motivation for sub-quests.
- When the quest is completed, the player is allowed into
a new region of the world - This is just about the same as "the quest is
needed to complete another quest", above. If the new region of the world also
includes new eye candy or features, the motivation has more weight; See below.
- The player character (not the player) has the goal
- Dungeon Siege began with the PC's father being killed by monsters. This is the impetus
for the player character to undertake the quest of slaying the evil overlord. Since the
father was killed within 10 second of me (as a player) meeting him, I (as a player) didn't
really care about my character's father's death.
- XP/loot - The player is offered XP/loot as a
reward. They know that XP/loot can be turned into more power/skill. This, in turn, allows
the player to complete other goals they might have. The new skills
introduces new game-mechanics (like the ability to fly), which
reintroduce some fun into the game. And, some people just like to collect power,
especially in MMORPGs, where PC power translates to power over other players.
World of Warcraft uses XP/loot more effectively than Everquest II.
In WoW, players are told up front what their XP/loot reward will be. Everquest II
doesn't announce the reward until after the quest has been completed. Thus, if a player is
driven by XP/loot, they'll enjoy WoW's quests more because they can judge them
ahead of time.
- The act of completing the quest is actually fun
- I suppose I'm stating the obvious, but if the player knows that the act of completing
the quest (finding a solution and acting on it) is going to be fun, they'll sign up. If
they expect it to be boring (aka: the grind) then the design needs to use some of the
other techniques I mention to maintain the player's interest. See Evolutionary explanation for entertainment for some
thoughts on fun.
- I just paid $50 for the game and want to get my money's
worth - Don't underestimate the value of this motivation. As a teenager, my
friends and I rented a video that was really-really horrible, but we watched it all the
same because we wanted to get our hard-earned three-dollar's worth. The same goes for
games. Games that can be trialed for free, especially if they're small downlands,
cannot rely on this motivation to see the player through the boring parts of a game.
A run-of-the-mill adventure game, CRPG, or MMORPG, when it's
boiled down, provides the following motivations for completing the game:
- "If I spend just another hour, I'll get the ability
to fly, and flight might actually make the game fun for another 10 minutes."
- "Defeating the evil overlord by dive-bombing him
with my flying ability was sure fun. I'm sick of flying now; what else can I do?"
- "I just spent $50 on this game, damn it! I'm going
to enjoy it."
- "There's nothing on TV, and I have nothing better
to do." - I didn't mention this above, but it's a common reason for playing.
More ingenious ways of creating sympathetic goals
Now that I've written down the most common techniques for
creating sympathetic goals, it's easy to see how inane quest design is in most games.
Here are some better solutions I've seen or heard of. Notice
how they involve the player internalising the goal handed out by the game:
- The NPC quest giver is sympathetic/likeable -
If a player likes the NPC that hands out the quest, they're more likely to internalise the
goal.
WoW accomplishes this by making the quest givers members of the player's
starting village or clan/race. They are friendly, and explain why the important quest
needs to be completed. EQII hands out most quests from random city dwellers who
want quests for inconsequential items (like perfume) and they're often rude to the player;
The quality voice acting, which WoW doesn't have, only emphasises the rudeness.
One quest in EQII particularly annoyed me, since it was handed out by a rude fop
who wanted some ingredients for his perfume; I would have found the quest more enjoyable
if I could have sabotaged the perfume ingredients and made the fop's life miserable.
- The quest helps a NPC (or group of NPCs) that are
sympathetic/likeable - If the player likes the NPCs that are affected by the
quest, they'll internalise the goal more. However, for this trick to work, the player must
actually see that the NPCs are helped when they complete the quest. Thus, multiplayer
games require Fractured reality.
Myst IV uses this technique well. The very first character a player meets in
Myst IV is an amiable girl who guides the player into the world through a rather
long video sequence. The player also encounters her throughout the first part of the game.
When she is later kidnapped, the player (not just the PC) is motivated to rescue her. If
the girl had died, revenge of a liked NPC would have been an excellent motive.
- The quest is against a disliked/hated NPC - If
the game can get the player (not just the PC) to dislike the NPC, then quests against the
NPC are more gladly undertaken by players.
WoW uses this technique. In one instance, players come upon a burning wagon
with smashed crates strewn about. Nasty enemies are hanging around the destruction,
presumably looting. I don't think WoW had any dead bodies lying around, but they would
have added to the effect. Players can't help but dislike the enemies. Unfortunately, most
encounters with the enemies are in their hideous, where they're just wandering around,
minding their own business, and not causing any harm; these enemies aren't disliked by the
player.
- The player feels responsible, as the only one who can
solve the problem - Frodo dragged the ring to Mt. Doom because he was the only
one who could do it. When players say they want to do "heroic" things, this is
often what they mean. If a task could theoretically be done by the NPCs in the world, then
the NPCs should do the task; Leave the player for tasks the NPCs can't do.
Again, time to bash EQII, where too many of the quests are mundane like
"go and get me some ale". Any Joe could do that. "Go and get
me some medicine from the other side of the orc-infested mountains" is much more
compelling, since obviously, ordinary NPCs couldn't complete such a heroic task.
- The player feels responsible, since they caused the
problem - If the player opens Pandora's box, they will willingly find a way to
close it, even if they only opened it in a pre-rendered cut-scene that was destined to
happen.
Myst IV uses this technique: In adventure games, players click on
everything. In Myst IV, the players will eventually click on is a jar with bugs,
which releases the bugs. Later, the girl (that I mentioned previously) yells at the player
for releasing her bug collection. At that point the player feels guilty and internalises
the goal of putting the bugs back. If the girl had approached the player saying, "I
lost my bugs. Can you get them back for me?" the quest would be much weaker.
- Completing the quest reveals (a piece of) the solution
to a mystery - For this to work, the player must actually want to learn what
happens, and the player must know (or expect) that completing the quest will reveal the
solution. If a NPC asks for some perfume ingredients and then unexpectedly reveals the
solution to the most important mystery in the game, it's all for naught. Adventure games
commonly rely on this hook.
Goals already existing within the player
Some goals are already held by the player, and only need to be
reinforced by the game:
- Completing the quest provides new eye candy -
Again, this is another adventure game standard pioneered by Myst, and (again) the
player should know (or expect) that completing the quest will reveal the new eye candy.
- Completion of the goal teaches a real-world skill that
the player wishes to learn - Players who want to learn Japanese will enjoy quests
which teach some Japanese.
- Simulating a real-world fantasy - If someone
has always wanted to be a jet-fighter pilot, they will gladly undertake all quests that
let them fly jet planes in combat.
One of the reasons that Myst works is because it's on a tropical island;
Most people fantasise about vacationing on a tropical island. Similarly, MMORPGs simulate
a hunter/gatherer society, which (I suspect) many people
would subconsciously like to live in because hunting and gathering are hard-wired into our
brain. Those that don't play MMORPGs go fishing, bushwalking, or shopping at factory
outlet malls.
- Have an impact on the world - People like to
help their community and make their mark on the world. If a quest promises to change the
game world for the better, players are more likely to respond. Promises must be met,
however, and players must see the world change, even if it's only in the players' fractured reality. A change that affects other players is
even more compelling.
- Completing the quest affects a real-world relationship
with another player - If the quest provides the player with a Sword +5 that then
allows him to defeat the jerk that attacked him the previous night, then the player will
eagerly undertake the quest. Likewise, quests that allow friends to meet up are important.
Only multiplayer games can use this motivation.
- Friends are working on the quest - If your
friends think a quest is important, you are more likely to undertake the quest and help
your friends complete it. But, why are your friends working on the quest? Again,
multiplayer games only.
Conclusion
You may have noticed that most of the techniques are also used
by storytellers to keep readers interested. You might say that I'm "adding story to
my game" using these techniques, but I wouldn't. The term "story"
(as well as the term "game") is so overloaded with meaning that I prefer to
avoid the words altogether. What I described herein is a component of a story,
getting the player/reader to internalise the goals of the game's/story's characters.
Note: Some of the ideas I've listed in here were inspired by
fiction writers who authored their own game-design books: Lee Sheldon's "Character
development and storytelling for games", and David Freeman's "Creating
emotion in games". I wouldn't add either book to my must-read list, but they may
provide some more ideas.
Having said that...
- Virtual worlds which rely upon the "standard"
approaches for creating sympathetic goals are "game-like
worlds," such as WoW and EQII.
- Virtual worlds that rely on goals that already exist within the
player's psyche are "world-like worlds," like Ultima Online
and Star Wars Galaxies.
- Virtual worlds that mainly use the "more ingenious ways of
creating sympathetic goals" are "story-like worlds." I
haven't seen any multiplayer games that are story-like, but many single-player adventures
games rely on story.
I use the term "story" here, because the usual approaches for creating
likeable NPCs, mysteries, and whatnot involve narration, cut-scenes, or pre-programmed
in-game animations, all three of which are story fragments. Furthermore, stories are often
seen as being about characters (intelligent NPCs) and conflict, which are key ideas in the
"more ingenious" list.
... I had to sneak genre in somehow.
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