"Why Am I Doing This?"

In-depth story quests, complex systems and incrementable progression are the foundation of the MMORPG genre. The player explores the virtual world, undertakes quests, earns gear and advances through various systems that improve their stats. It’s a formula that has been tried and tested over more than two decades. It works and keeps millions of players engaged with their MMO of choice. However, no matter how much new content developers add to an MMO, there are always a percentage of players that quickly complete it and demand more. The genre is a time sink by nature and many players are happy to do exactly that. Therefore, the most practical way to address this dilemma is to attempt to slow player progression. Hence time gating, making required items “rare” and making content repeatable are just some of the ways developer’s can extend a game’s longevity. And so “grinding” has also become an integral aspect of these games.

In-depth story quests, complex systems and incrementable progression are the foundation of the MMORPG genre. The player explores the virtual world, undertakes quests, earns gear and advances through various systems that improve their stats. It’s a formula that has been tried and tested over more than two decades. It works and keeps millions of players engaged with their MMO of choice. However, no matter how much new content developers add to an MMO, there are always a percentage of players that quickly complete it and demand more. The genre is a time sink by nature and many players are happy to do exactly that. Therefore, the most practical way to address this dilemma is to attempt to slow player progression. Hence time gating, making required items “rare” and making content repeatable are just some of the ways developer’s can extend a game’s longevity. And so “grinding” has also become an integral aspect of these games.

I have mentioned in previous posts that with a little bit of creativity, you can mask grind with a veneer of narrative and panache to make it more palatable. If you put some icing on top of a plain sponge cake and you make it marginally more interesting. However, sometimes game developers dispense with even this, leaving the player facing a lengthy, unenjoyable task that is presented purely as a lengthy, unenjoyable task. And it is at this point the players ask themselves the question, “why am I doing this?” Something that developer’s should never want their paying customers thinking. Because most gamers have a set of criteria that they measure a game against. These are usually on a scale. As long as one or two of these criteria are being met then the player will get some sense of enjoyment out of their gaming activities. The moment “why am I doing this?” arises it often means that the player has reached a point where the game isn’t providing any stimulation for them.

So what are these criteria, expectations or measurements by which an MMO is judged by the player? Rather than list lots of niche and subjective examples perhaps defining three broad categories would be more appropriate? I think that at least one of these categories have to be met for an individual to want to continue playing a specific game.

“Fun”: This is a broad generalisation and a very subjective term. I use it here to mean some sort of emotional engagement that the player experiences while playing. The “fun” may be PVP, participating in a raid, undertaking a story quest, crafting, roleplaying or just riding around a virtual world on your mount. Some people also go all in on the social element of MMOs. And because all these experiences are positive and enjoyable, players are happy to continue these and similar activities.

Quid pro quo (Something for something): Sometimes an activity in an MMO may not be especially enjoyable and therefore may not fall into the “fun” category. But if it offers something in exchange for your time and effort then the player may overlook and endure the activity’s shortcomings and do it purely for the reward. The reward can be both literal or figurative. An item or a title. As long as it satisfies the player then they will keep playing. I find that a lot of my gaming is of this transactional nature. I am at times ambivalent towards what I am doing and instead focused on what it will yield.

Passing the time: This is a nebulous category but also a very common one. Many gamers will log into a game after a day’s work simply to unwind. Games per se offer a convenient and effective means of relaxing from stress and anxiety. Often the quality of the game or the complexity of the task being carried out do not matter that much. Undertaking simple, repetitive tasks such as crafting allow people to focus and destress. This is similar to putting the TV or listening to background music, just to “kill some time”. No matter how arbitrary the task or action may be, if it provides a restful distraction then it is serving a purpose. However, this is a fine line to tread.

If a game fails to satisfy any of the three aforementioned categories then the question “why am I doing this?” is bound to occur. And when it does it is often an epiphany. The MMO genre is one that fosters a culture of dedication and even obligation. The sunk cost fallacy also has a part to play. But gamers need to remember that video games are a leisure activity and service. If you don’t like your meal in a restaurant then you send it back. If you’re not enjoying the book you’re reading then stop doing so. TV shows that don’t engage can be turned off. Why should an MMO be any different? The rhetorical question “why am I doing this?” should be a major alarm bell for any MMO game developer. It should be something ever present in their mind, especially when testing content. It is unreasonable for gamers to expect all content to be an enthralling rollercoaster ride. In fact there are cogent arguments for providing content that give players some “down time”. But content should never be so dull that players question while they even bothered doing it in the first place. That is gamer Kryptonite.

Read More
Gaming, MMORPG, Why Am I Doing This? Roger Edwards Gaming, MMORPG, Why Am I Doing This? Roger Edwards

Why Am I Doing This?

"Why am I doing this?" is the question currently posed over at KeenandGraev.com and it certainly makes for some interesting introspection and personal reflection. Most gamers have at some point found themselves carrying out some arbitrary task in a game, pausing and then musing as to why they have chosen to do something as mundane and possibly even as tedious as “kill 10 rats” or “pick up nails” (yes, I’m looking at you LOTRO). Regardless of whether such mechanics are right or wrong, lazy or “classic”, grinding is an inherent aspect of most video games, especially the MMO genre. Players burn through narrative driven quest content far too quickly, therefore there has to be systems to slow player progress down and make then repeat content. However, the point of the original post isn’t to debate whether grinding is right or wrong. It’s about what you as a player do next when you finally ask yourself this question.

"Why am I doing this?" is the question currently posed over at KeenandGraev.com and it certainly makes for some interesting introspection and personal reflection. Most gamers have at some point found themselves carrying out some arbitrary task in a game, pausing and then musing as to why they have chosen to do something as mundane and possibly even as tedious as “kill 10 rats” or “pick up nails” (yes, I’m looking at you LOTRO). Regardless of whether such mechanics are right or wrong, lazy or “classic”, grinding is an inherent aspect of most video games, especially the MMO genre. Players burn through narrative driven quest content far too quickly, therefore there has to be systems to slow player progress down and make then repeat content. However, the point of the original post isn’t to debate whether grinding is right or wrong. It’s about what you as a player do next when you finally ask yourself this question.

I found the reply from MMO blogger Bhagpuss to be particularly illuminating. “Because” usually works for me”. Sometimes playing an arbitrary game and pursuing the most mundane of tasks is a source of relaxation for players. Not everyone is motivated by the quid pro quo of gear grinding and levelling, although these are powerful motivators. Sometimes just logging into an MMO and crafting, or resource gathering or even just touring the virtual world is an invaluable means of unwinding. Often when playing through such content, gamers will often do other things, such as listen to podcasts. Hence the game is facilitating another activity. Another common occurrence is that when players log into a game and “grind” through repetitive content, they are often logged into Discord and speaking with friends and colleagues. So viewed from a broader perspective the “because” reason that Bhagpuss mentions, is potentially a conduit to wider pastimes or social interaction.

“Look Crusty Fur, there’s some repetitive tasks we can do ad infinitum…

On a slightly more serious note, the “planting crops and watering them” that Keen references in his original post, is the sort of game mechanic that some gamers will use as a coping mechanism during times of stress and anxiety. Losing oneself in a virtual world can be a very appealing prospect when one has a great deal of major real-world problems. The routine and structure of repetitive game play can have therapeutic value. I know many gamers who struggle with depression and other mental health issues who find that games provide a very stabilising influence, keeping them focused and occupied. And on a simpler level, day to day life is hard for many people for economic and logistical reasons. I certainly find a degree of comfort in the mundane at times. Pursuing such goals in an MMO helps block out the tedium and worry associated with contemporary politics.

However, we should all remember that although the question “why am I doing this?” may be a universal constant, our personal responses are subjective. As I’ve written before, one person’s grind is another’s hog heaven. Hence the point when a gamer asks themselves “do I really need to go to Splaticon IV yet again and retrieve the Sword of Kagnazax?” is different for everyone. I certainly know where my own personal lines in the sand are drawn. I view gaming very much in a transactional fashion. I do something because of the reward it offers or the amusement it affords. The moment those criteria are not met, I’ll do something else, although it took me several years to come to terms with this policy. Social obligation and the sunk cost fallacy can be hard habits to break. So overall, I think encouraging gamers to police themselves from time to time by contemplating this question is a good thing, because the tail doesn’t wag the dog.

Read More