Sunday, July 19, 2015

Super Nerd Sundays Presents: Wherein I Am Joyously Abused!



I've referenced Blizzard's strange feedback loops a few times before, specifically with regard to how their free-to-play structures constitute effective time sinks.  But there's something especially curious about how these structures are formed, and how they engage with their players.  Normally free-to-play currencies exist in a kind of equilibrium, allowing players to invest time or money, and letting them engage with the game accordingly.  Some "premium" content can only be acquired using real world money, sure, but that content is usually cosmetic.  The end result is a game structure that rewards players for consistent engagement, constituting a player base, while allowing players of a broader engagement base to invest money as they see fit.  Some players will spend oodles of time playing a hero and, as such, might see value in buying a cool new skin for said hero.  Heroes of the Swarm does this, and actually joins a long, proud lineage of free-to-play MOBAs with economies built around this structure.

There's another structure that free-to-play games use as well, a conversion oriented structure.  This structure, instead of giving players an opportunity to invest their resources differently, forces them to invest money at a certain point in order to continue playing, or expand their play experience beyond the "entry level" tiers of play that free-to-play structures usually present their players with.  Mechwarrior: Online is a great example of this model.  MWO will let players grind for nearly everything in the game, and grind they must to get the C-Bills they need to get those god damn mechs.  But if a player wants to buy a virtual space to park their virtual mech in, well, that player is going to have to buy some in-game currency with real-world money.  Players who are unwilling to do so are capped at playing four mechs, which is especially rough since "top tier" abilities for each chassis require at least three variants to unlock.  That means a player who refuses to "convert" to paying-to-play can only level up one chassis at a time, and can only store one of their "completed" chassis if they want to continue to be able to unlock abilities on new chassis.  In a game primarily oriented around letting players experiment with a variety of death robots, that's a pretty brutal model.  All the cosmetic stuff is in there too (though MWO does have a conversion oriented mechanical layer which is a bit rough as well, oriented specifically around letting players who spend money use unique toys) but what makes MWO's system effective at forcing players to, at a certain point, pony up the dough is the way the game makes you pay to keep playing after a certain point.  They don't do so through sub-fees, they do so by forcing players into a corner.  If they want to keep playing, they need to decide to pay.

Blizzard doesn't use this approach.  What it does is, in a sense, more insidious.

Let's take a step back for a moment.

Multiplayer games rely on large user bases in order to work.  In the case of a game like, say, Heroes of the Storm, a large player base allows Blizzard to gather more data more quickly about player habits, engagement, hero usage, and lets them match players for games more quickly, encouraging players to actually stick around and play more by letting them conveniently play in the first place.  The trick, then, is getting players in the door and keeping them in there over time.  This problem is key in MOBAs, where large scale player bases are a requirement, but toxic social meta-game interactions increase with community size and, at times, can really turn players off from various titles.  I essentially stopped playing HoN and LoL because of the myriad of mouth breathing shitfucks who I had to deal with, categorically more interested in smack talking their randomly selected teammates choices from the word "go" because their decisions didn't match whatever fever dream "meta" these quasi-literate asshats conceived of in their pensive dreamspace than in working together to win a fucking match.

There's no way to get around this problem, and it really does push people away.  Listen to Jerry Holkins and Mike Krahulik talk about their League of Legends experiences, and you'll see that even internet celebrities have trouble with this shit.  The royalty of the internet, playing with friends, still has to deal with anti-social mouth-breathers who play a game solely to be able to tell others how to play it and, when a disagreement emerges, explode with all the measured maturity of a pubescent volcano.  The problem is endemic to the genre.  Even Dawngate, which used a "karma" system to encourage player civility, still had its fair share of dickheads, and if it had stuck around, it probably would've had a lot of them as it grew.  So the question isn't "how to get players to be nicer to one another."  Incentivizing good behavior just allows dickheads to technically work around whatever framework has emerged to enforce civility.  To retain players, to beat back the tide of inhumanity that the internet brings, developers need to go the other way.  They need to encourage players to wade through that shit-tide, and to keep on wading for a good long while.

Blizzard has found a masterful way to do this through their "daily quests."

Now, "daily quests" aren't a new concept.  Blizzard came up with them quite a while back in World of Warcraft, where they stood as end-game content that players could cyclically engage in for iterative reward.  The end-game content of nearly every MMO on the market today reflects this development, because it's actually really effective: it concretizes the objectives that players are given, and gives them a reason to stick around after they've finished "the fun part" of MMOs, the part where you build up a character and a related legend in the world.  But "daily quests" as a non-MMO development are fairly new, and Blizzard's answer to anti-social divisions within their player base is, unsurprisingly, the employ of these daily incentive structures in a new context.

See, I'm not a tremendously big fan of HotS.  It's fine, and I play it to try to sharpen my skills and improve a little so as to embarrass my friends a little less, but I don't think it's as enjoyable as other MOBAs past, and I see in it the echoes of a world I left behind long ago, a world of explosive, dramatic social interactions and old consumptive patterns that left me largely sealed away from the people around me, attempting to eke out a name for myself in the dark spaces of the internet.

But here's the other thing: I play HotS a lot.

I don't play it for the game, although, as I said, the game is fine.  It's polished, well developed, and engages all of the right MOBA portions with enough new stuff on offer to keep things interesting.  No, I play HotS for the daily quests.  See, in HotS, nearly everything but cosmetic changes can be purchased using currency earned in-game.  That's not a bad thing.  Dawngate did the same thing, and both games kind of did something great by doing so: they encouraged players to play their game a lot.  But whereas Dawngate just let players grind cash ad-infini, treating weekend binges in much the same fashion they might treat daily binges, Blizzard asks players to check in every day for a new game-chore.

All of these chores are simple: play a certain number of games with a certain kind of hero, for example, or win a few games for a god damn change.  But if you don't finish them, they start to stack up, which means you can't get new chores.  This is no big deal, in a mechanical sense, but these chores are actually how you'll end up earning the vast majority of your in-game currency.  Playing three games as a warrior hero will net you as much as winning ten games of ranked play.  Winning three games rewards you with the equivalent of twenty victories worth of currency.  Whereas Dawngate let players iterate currency based on how nice they were, Blizzard makes players do their chores if they want to get paid.

A similar system persists in Hearthstone: daily quests are pretty much the only way to earn gold in that game, and buying cards without gold can get expensive fast.  And in Hearthstone, grinding for cash really does move painfully slowly.  Players who win a game might earn one stack towards potentially earning 10 gold later, after they win another two games.  That means players will need to win 45 games to earn a single arena play without daily quests.  Given that I win matches in Hearthstone less than half the time (I'm terrible at it, to be fair) that means I'd spend an eternity trying to get the cash together for the most basic purchase if I'm left to my own devices.

These quest systems let me earn my keep, but keep me looped in to the game.  This is Blizzard's solution: not just rewarding me for continuing to play, but orienting their reward structure around keeping me tangentially engaged, without encouraging me to get too into the process of playing itself.  If I dig too deep, I'll find myself being tugged away by other forces, but if I play the way Blizzard wants me to, I end up playing for a few hours a week, casual-style, and then feel very comfortable walking away from a structure that I am simultaneously drawn to and a little bit upset at.

And this is where it gets a little irritating: now that I'm playing Hero League games in Heroes of the Storm and figuring out which classes I like in Hearthstone, I'm beginning to take umbrage at quests that ask me to specifically shape my gameplay to earn gold.  I still want to do it.  Gold is how I earn new characters, after all.  But if I spend too much time playing "the game" and not playing "the quest game," then I won't earn gold, and I'll thoroughly tucker myself out from playing Heroes of the Storm, which is just as exhausting at most other MOBAs thanks to its extra-dysfunctional community.  These structures, aimed at getting me to play the game that Blizzard wants me to play in a way that sustains growth and permits their "whale" customers to have other people to play with, keeps me from feeling like I want to play their game in earnest, as a fucking game.

I'm not sure how to really define this kind of structural engagement, especially since I'm still playing these games as I articulate it.  I suppose I see it, in a sense, as parallel to my adult masturbation habits.  I see the value of what I'm doing, and I enjoy doing it, to an extent, but the reality, all too often, is that I'm just trying to finish this up, get the outcome that the powers that be want from me, and then get on with my day, so I can get back to being a person, working on writing things and reading books and playing other games, games with stories, or reward structures that I invest myself in for the simple joy that they provide.  I'm compelled to engage in this repetitive activity, and if I don't do it I'll get the sense that something is missing from my day, but the joy is tarnished by the mechanical nature of the surrounding apparatus and the compulsion to do this, lest I lose an opportunity that, divorced from this structure, I doubt I'd care about.

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