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Author Topic: Game Design Theory -- Pt 3: Player Psychological Types (and The Big Five)  (Read 12223 times)

Ranmilia

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To chip in a 0 Adventurousness viewpoint here:  I like WRPGS!  Well, in theory at least.  The good ones.  I like the structure, anyhow.  Although they are certainly "open" and "free roaming" compared to JRPGs, as Gate pointed out, WRPGs are still structured layers of defined options that form a linear experience in the end.  You can roam the world, but in doing so, you will find Definite Things and quest lines and so forth. 

They aren't really sandbox games in the sense of how people play things like GTA, The Sims, Spore, Minecraft... which, incidentally, are the sort of games I actually DON'T like.  When I have to make up both goals for myself  -and- my rewards for those goals?  Yeah, no drive to play anything like that.

Grefter

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I wouldn't even say it is the sandbox that I enjoy in WRPGs even myself.  So hey take that as you will.  I think it comes out in my broad (shallow) consumption of media in general more myself.

On the other hand I do think of some of the JRPGs I like and they do tend to have more of that design in there, so hey, maybe there is more to my tastes than I have fully comprehended yet.
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Bobbin Cranbud

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I really dislike (modern, and by modern I mean Baldur's Gate/Fallout and on) WRPGs, and scored Adventurousness 0, for whatever good that does your data. I don't like them for three main reasons. First, I want my games to be about a character whose story I'm playing and watching, not an avatar I create to interact with the world. Second, I find their worlds incredibly boring compared to JRPG worlds. Third, I dislike real-time games, and like real-time pause games even less. Especially if they're click-to-target and/or use cooldowns, because those then feel extremely unresponsive.

Like Andrew, I enjoy tabletop RPGs, and consider the compromise position WRPGs uninteresting. Unlike him (I think?), I also play a lot of tabletop and especially freeform games where I'm playing a character or characters someone else created (I had a long-running Xenogears "fanplay," for example, and I'm currently very involved in Homestuck rp) and often get the most enjoyment out of that.

I also don't buy anything, but then, I have no money. :P

Even when I do, I'm not much of an impulse spender, but I'm not sure if that's due to inclination or due to the knowledge that I had better bank what I can get whenever I can get it.
« Last Edit: April 03, 2012, 05:16:56 AM by Bobbin Cranbud »
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074

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Hey look, more test results!

EXTRAVERSION...............18 ******************
..Friendliness.............8 ********
..Gregariousness...........77 *****************************************************************************
..Assertiveness............3 ***
..Activity Level...........75 ***************************************************************************
..Excitement-Seeking.......60 ************************************************************
..Cheerfulness.............1 *


AGREEABLENESS..............37 *************************************
..Trust....................5 *****
..Morality.................70 **********************************************************************
..Altruism.................20 ********************
..Cooperation..............31 *******************************
..Modesty..................94 **********************************************************************************************
..Sympathy.................33 *********************************


CONSCIENTIOUSNESS..........4 ****
..Self-Efficacy............0
..Orderliness..............10 **********
..Dutifulness..............39 ***************************************
..Achievement-Striving.....8 ********
..Self-Discipline..........4 ****
..Cautiousness.............38 **************************************


NEUROTICISM................99 ***************************************************************************************************
..Anxiety..................98 **************************************************************************************************
..Anger....................99 ***************************************************************************************************
..Depression...............99 ***************************************************************************************************
..Self-Consciousness.......93 *********************************************************************************************
..Immoderation.............96 ************************************************************************************************
..Vulnerability............99 ***************************************************************************************************

OPENNESS TO EXPERIENCE.....79 *******************************************************************************
..Imagination..............87 ***************************************************************************************
..Artistic Interests.......38 **************************************
..Emotionality.............89 *****************************************************************************************
..Adventurousness..........61 *************************************************************
..Intellect................61 *************************************************************
..Liberalism...............72 ************************************************************************
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Grefter

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That would fit the general idea of the data.  Most of the DL are on the same page as you there, low adventurousness and not much love for WRPGs.
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Cmdr_King

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EDIT: among other things, I'd want to look for correlations of the kinds of games people play too.  Like...there's a section of the DL that goes out and plays Hydlide and Drakkhen and so on.  A lot of Jason's questions have been along the lines of "what games do you like, what would motivate you to go out and preorder a game", but that's not necessarily the same as "what games do you play."  Where I'm wondering if there might be a connection is Neuroticism--the Neuroticism category is basically how strongly you experience negative emotions, and he just hasn't been finding any correlation with this category at all.  But at the same time, there are people in the DL who think it's hilarious to go play Hydlide, and other people who think "why would you do that to yourself?" and I'd be curious to search for a pattern.

I know in my case there's a negative correlation there; I strongly dislike feeling incompetent, frustrated, or annoyed by a video game, and if a game is irritating me or a few attempts do not yield visible progress, I don't particularly hesitate to set it aside.
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It does feel that Adventurousness is weighted weirdly. To go along with what Grefter said, I used to buy lots of anime sight unseen in the Golden Age, since you more or less could only go off of trailers. I much for fit his mindset for purchases than his example with Laggy.  I still watch random OVA and stuff based on the most minimal of information or no information at all. Contrary to others, I love exploring world-maps and often will just find myself wandering to find little nooks and crannies. I used to do this in real life in the woods by my house all the time as well. Not much mystery in the other places I've lived I guess.

I DO value consistency in my personal life, but I also enjoy seeking out new things in hobbies and other stuff. It seems to weigh the consistancy questions above HEY YOU WANNA HANG-GLIDE and the like.

I'm actually rather surprised Competitiveness wasn't one of the values they tested for.

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Wow.  Scary accurate.  Look at all the ****s I don't give about things these days.  They fall from the sky ...

Gate did the test so I had to try, too.

EXTRAVERSION: 0
Friendliness: 5
Gregariousness: 0
Assertiveness: 1
Activity Level: 43
Excitement-Seeking: 3
Cheerfulness: 0

Your score on Extraversion is low, indicating you are introverted, reserved, and quiet. You enjoy solitude and solitary activities. Your socializing tends to be restricted to a few close friends.

AGREEABLENESS: 37
Trust: 24
Morality: 52
Altruism: 24
Cooperation: 22
Modesty: 96
Sympathy: 0

Your score on Agreeableness is low, indicating less concern with others' needs than with your own. People see you as tough, critical, and uncompromising.

CONSCIENTIOUSNESS: 67
Self-Efficacy: 74
Orderliness: 73
Dutifulness: 46
Achievement-Striving: 20
Self-Discipline: 55
Cautiousness: 90

Your score on Conscientiousness is high. This means you set clear goals and pursue them with determination. People regard you as reliable and hard-working.

NEUROTICISM: 48
Anxiety: 2
Anger: 62
Depression: 55
Self-Consciousness: 90
Immoderation: 97
Vulnerability: 0

Your score on Neuroticism is average, indicating that your level of emotional reactivity is typical of the general population. Stressful and frustrating situations are somewhat upsetting to you, but you are generally able to get over these feelings and cope with these situations.

OPENNESS TO EXPERIENCE: 5
Imagination: 52
Artistic Interests: 0
Emotionality: 1
Adventurousness: 0
Intellect: 51
Liberalism: 43

Your score on Openness to Experience is low, indicating you like to think in plain and simple terms. Others describe you as down-to-earth, practical, and conservative.
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metroid composite

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I'm actually rather surprised Competitiveness wasn't one of the values they tested for.

It actually is--all of these scales have two ends with corresponding characteristics.  In this case, the low end of the "cooperation" scale is labelled competitiveness, so that's probably what you're looking for.



More random thoughts: My Little Ponies.  So...one of the things that came out of discussions Jason and I were having is that people do recognize high quality, and will often ignore things of low quality even if it's a style of thing they are predisposed to liking.  So...let's say there's a group of people who've been wanting a cheerful, melodramatic, funny, fantasy.  There aren't many instances of this--most comedy shows on TV are live sitcom style.  Enter My Little Ponies: Friendship is Magic.  Suddenly a niche is filled for a number of people.  (And, incidentally, FiM is literally the only TV show I watch at all).

And Twilight--well I think I've written about this before, although perhaps not here, but one thing Twilight reminds me of is...a kind of internet fiction I would loosely describe as "mind control porn".  Why does this even exist as a categorized genre in internet fiction?  Because to some people, not being in-charge is a turn-on (the submissive half of dominant/submissive).  A lot of people wonder openly how something like Twilight could be more popular than, say, something like True Blood, or how it could be more popular than Buffy the Vampire Slayer was in the 90s.  Truth is, all the other vampire fiction has a badass slayer main character (or badass vampire main character).  A take-charge kind of person; who will pull out a semiautomatic stake launcher if you look at her the wrong way.  By contrast, Twilight's main character identifies with the woman who stabbed herself in the heart just to distract some vampires with the smell of her blood, and openly seeks situations that lead to her being mind controlled by vampires.  It doesn't reach the same psychological group.

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By contrast, Twilight's main character identifies with the woman who stabbed herself in the heart just to distract some vampires with the smell of her blood, and openly seeks situations that lead to her being mind controlled by vampires.  It doesn't reach the same psychological group.

I'm busy trying to figure out, logically speaking, how large that "same psychological group" demographic is, because Twilight is pretty damn popular. Granted, it's not only popular for that reason too. Why else do we have Jacob fangirls and Edward fangirls? Actually, this seems like it would be a pretty interesting thread of discussion to have some time down the line. I'm actually quite baffled as to the alarming popularity of the Twilight Saga. As someone who's actually stomached the entire thing (and I hated it, despite being somewhat interested in hypnosis in erotica; but that's probably because I thought it was written like trite), I would like to try and speculate why there is a fairly large group of people who would actually genuinely follow the Twilight Saga and fuel its popularity. To elaborate on the "mind control porn" bit, yes, haha, it does exist, but I know it categorized as simply "hypnosis," and I did mention earlier that I was interested in it, yet I disliked Twilight like a lot, but in my case, it was because I didn't find the writing that... um, it didn't really fit what I was looking for with that kind of thing. In fact, it made me wonder "who in their right mind would write a female like this" because it is seriously worse than some typical hypnosis stuff I see in comics/stories/etc.

That would fit the general idea of the data.  Most of the DL are on the same page as you there, low adventurousness and not much love for WRPGs.

My adventurousness is pretty low but I think I have expressed my love for several wRPGs, but to be honest, that's probably just my "play every RPG ever" mentality speaking. Actually, on this line of thought, I'm pleasantly surprised that I have the highest Activity Level score at 59... I really honestly didn't expect that. Then again, 59 is still around the average level mark, so that really doesn't mean a whole lot in the long run, but I'm gonna try and mull the implications of the low-to-average Activity Level scores in the DL... Or I could talk about it with someone, I don't know. You are free to shoot jokes about my boy-ensnarement tendencies if you wish. X)

EDIT: among other things, I'd want to look for correlations of the kinds of games people play too.  Like...there's a section of the DL that goes out and plays Hydlide and Drakkhen and so on.  A lot of Jason's questions have been along the lines of "what games do you like, what would motivate you to go out and preorder a game", but that's not necessarily the same as "what games do you play."  Where I'm wondering if there might be a connection is Neuroticism--the Neuroticism category is basically how strongly you experience negative emotions, and he just hasn't been finding any correlation with this category at all.  But at the same time, there are people in the DL who think it's hilarious to go play Hydlide, and other people who think "why would you do that to yourself?" and I'd be curious to search for a pattern.

I consider myself a pretty good candidate for this - even if it's playing games people find fun and enjoyable, I almost always find ways to make myself suffer in them. And that's not even including the fact I willingly play hard as nails or stupid or just plain bad games... Sometimes more than once. Actually, the answer I give a lot of people who ask "Why would you do that to yourself D:" is simply "Because I hate myself" or "because i have no soul." Well obviously I'm exaggerating when I say those things, but considering my Neuroticism score (which, mind, is actually not over 90, remember this is me we're talking about here :V), it IS possible to try and link a correlation between how strong experience of negative emotions is and trying to do insufferably bad or hard things with regards to video games. I think I told some people I was going to beat Etrian Odyssey 2 without using the map and killing every FOE and boss I see on first sight.

I finished that run, by the way.

So take my little blurb on it as you will. Haha.
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Grefter

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Hmmmm I do wonder on the lack of correlation showing up on the Neuroticism variable.  I had been expecting it to be either showing a taste for Survival Horror and the like or for power fantasy games.  Think you might be on to something with the play style though, it might be more an expression of approach to games than game selection? 

From the people I know the gaming habits of that have responded so far, we are definitely seeing a trend towards the completionist with people that score high on Neuroticism for example.  The ones that must get everything or do everything and not let it go to waste.  Various root causes often given.  There is still things that buck that trend pretty badly though, so not sure.  Not enough data to be sure, but interesting to play with regardless.
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Don't worry, just jam it in anyway. - SirAlex
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Nitori

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superior longform master race

EXTRAVERSION...............13 - Friendliness 3 / Gregariousness 39 / Assertiveness 3 / Activity Level 1 / Excitement-Seeking 77 / Cheerfulness 53
AGREEABLENESS..............26 - Trust 10 / Morality 59 / Altruism 8 / Cooperation 41 / Modesty 57 / Sympathy 38
CONSCIENTIOUSNESS..........3 - Self-Efficacy 17 / Orderliness 3 / Dutifulness 27 / Achievement-Striving 11 / Self-Discipline 1 / Cautiousness 24
NEUROTICISM................28 - Anxiety 22 / Anger 7 / Depression 14 / Self-Consciousness 50 / Immoderation 77 / Vulnerability 51
OPENNESS TO EXPERIENCE.....28 - Imagination 19 / Artistic Interests 1 / Emotionality 0 / Adventurousness 71 / Intellect 29 / Liberalism 99

Your score on Extraversion is low, indicating you are introverted, reserved, and quiet. You enjoy solitude and solitary activities. Your socializing tends to be restricted to a few close friends. - internet nerds literally everywhere

Your score on Agreeableness is low, indicating less concern with others' needs Than with your own. People see you as tough, critical, and uncompromising.

Your score on Conscientiousness is low, indicating you like to live for the moment and do what feels good now. Your work tends to be careless and disorganized.

Your score on Neuroticism is low, indicating that you are exceptionally calm, composed and unflappable. You do not react with intense emotions, even to situations that most people would describe as stressful.

Your score on Openness to Experience is low, indicating you like to think in plain and simple terms. Others describe you as down-to-earth, practical, and conservative. - 99 liberalism lol
« Last Edit: April 04, 2012, 03:20:58 AM by Nitori »
<Ko-NitoriisSulpher> roll 1d100 to grade Nitori?
<Hatbot> ACTION --> "Ko-NitoriisSulpher rolls 1d100 to grade Nitori? and gets 100." [1d100=100]

metroid composite

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Hmmmm I do wonder on the lack of correlation showing up on the Neuroticism variable.  I had been expecting it to be either showing a taste for Survival Horror and the like or for power fantasy games.

That was Jason's initial thought, but there were just too many people who bucked the trend.  For instance, people with low neuroticism whose favourite games were peggle....and Resident Evil 4.  People with high neuroticism who avoided frightening games.  Neuroticism is...weird for these kinds of measures, because it's a measure of how strongly you experience negative emotions.  So, for instance, anger is a decent predictor of the kinds of people who break controllers.  But...to someone high in anger, what makes a game more appealing to them?  What makes a game more appealing to someone low in anger?

Quote
From the people I know the gaming habits of that have responded so far, we are definitely seeing a trend towards the completionist with people that score high on Neuroticism for example.  The ones that must get everything or do everything and not let it go to waste.  Various root causes often given.  There is still things that buck that trend pretty badly though, so not sure.  Not enough data to be sure, but interesting to play with regardless.

The going theory at the moment is that completionism is more linked to scores in Conscientousness.  Jason's been finding links between these scores and how much people like to grind, or hate and avoid grinding.  Links between these and how much people will want to complete a set they've started collecting (Orderliness--although orderliness also seems to have links to other stuff in games).

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Elf results, with snarky commentary:

EXTRAVERSION...............36
..Friendliness.............56
..Gregariousness...........38
..Assertiveness............54
..Activity Level...........18
..Excitement-Seeking.......4
..Cheerfulness.............76

People are cool and I like them, but they are just so dreadfully unexciting.

AGREEABLENESS..............65
..Trust....................79
..Morality.................72
..Altruism.................69
..Cooperation..............44
..Modesty..................26
..Sympathy.................73

Apparently I am one of the least modest people in the DL. Well it is true, you should all strive to like games I like and acknowledge the awesomeness of Shady. Otherwise, I'll have plenty of sympathy for you!


CONSCIENTIOUSNESS..........61
..Self-Efficacy............52
..Orderliness..............49
..Dutifulness..............66
..Achievement-Striving.....56
..Self-Discipline..........26
..Cautiousness.............87

Don't do anything rash, my friends. I dunno, this is otherwise pretty average. Can't keep myself from posting at the DL, though.

NEUROTICISM................11
..Anxiety..................12
..Anger....................20
..Depression...............22
..Self-Consciousness.......67
..Immoderation.............6
..Vulnerability............6

Life's not worth stressing over. Just don't think badly of me, pretty please.

OPENNESS TO EXPERIENCE.....54
..Imagination..............89
..Artistic Interests.......31
..Emotionality.............22
..Adventurousness..........11
..Intellect................70
..Liberalism...............87

I love being alone with my own thoughts. Also, I have no interest in WRPGs, how did you guess?

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Grefter

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The going theory at the moment is that completionism is more linked to scores in Conscientousness.  Jason's been finding links between these scores and how much people like to grind, or hate and avoid grinding.  Links between these and how much people will want to complete a set they've started collecting (Orderliness--although orderliness also seems to have links to other stuff in games).

See this is where I would love to see a correlation between Conscientousness, Neuroticism and completionist and how much they enjoy grinding.  That way I could find everyone that is a completionist that hates grinding but does it anyway and slap the stupid out of them.  It is easy to see a link between Orderliness and completionist stuff (text book obsessive/compulsive symptoms playing off each other obviously).  I am really spinning out into to many variables to track in such early data though.    I think play styles are a great piece to investigate, but not sure if that is the data you want to start with?  Hmmm.

I am also having trouble distancing it from myself I think.  I want to find out why I play the way I do, that isn't really the right perspective to be approaching this from (and I know the answer, I play the way I do because I want to experience things and have done them and devour them completely.  Most of all I want self validation that his is in fact what I want from things.  It is all there in the damned scores anyway if you want to do it all pop psychology style).

I don't suppose you are able to give us examples of the questions he is using for data gathering?  I am really interested in the method and the actual goals here.  There is so much interesting stuff here it has to be super easy to be bogged down in it.

Of course I am now approaching it like it is an actual planned out study with a method and maybe he is just throwing nets out to get data and ideas.


Maaaaaan I want more data.  I want to see Zenny scores.  I want to see Erek's scores.  Ooooooh now there would be a fun one.  Also needs more Fenrir.  Fenrir would be good fun.
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To chip in on the above discussion about grinding: I utterly loathe grinding and quickly lose interest as soon as a game requires grinding, rather than only presenting it as one of several options. I will sometimes grind on my own if the gameplay itself is interesting enough, or if the grinding is about improving/practising my skill as opposed to just raising numbers, but almost never when the game actively requires grinding. I scored 92 Neruoticism, 9 Conscientiousness. So, make of that what you will.

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EXTRAVERSION: 1
Friendliness 0 / Gregariousness 4 / Assertiveness 1 / Activity Level 1 / Excitement-Seeking 1 / Cheerfulness 46
AGREEABLENESS: 41
Trust 61 / Morality 29 / Altruism 22 / Cooperation 87 / Modesty 35 / Sympathy 21
CONSCIENTIOUSNESS: 16
Self-Efficacy 24 / Orderliness 33 / Dutifulness 78 / Achievement-Striving 35 / Self-Discipline 0 / Cautiousness 9
NEUROTICISM: 80
Anxiety 88 / Anger 60 / Depression 22 / Self-Consciousness 98 / Immoderation 68 / Vulnerability 85
OPENNESS TO EXPERIENCE: 1
Imagination 1 / Artistic Interests 0 / Emotionality 0 / Adventurousness 1 / Intellect 10 / Liberalism 53

metroid composite

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I don't suppose you are able to give us examples of the questions he is using for data gathering?  I am really interested in the method and the actual goals here.  There is so much interesting stuff here it has to be super easy to be bogged down in it.

I will be probably as soon as I get home from work tonight.  I had been holding off on posting "here's the question list and here's what he's looking for" just in case he wanted to use some of you for interview subjects, but it sounds like he has a massive backlog of interview subjects, so there's no real reason to keep the questions nebulous and fuzzy.

Eventually he'll be posting his methodologies here:

www.darklorde.com/playdomains

But I'll see if I can get some rough notes from him, and if not I'll work from memory.

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CONSCIENTIOUSNESS: 2 / NEUROTICISM: 98 (Although the latter is very dubious, as I've said before.)

I dislike grinding, but I'll do it if the actions required for it are enjoyable in and of themselves. For example, I'll grind in Final Fantasy Tactics or Devil May Cry, because those are games that are inherently fun to me. I won't grind in, say, Diablo, because it isn't.

However, there's a caveat.

I will grind for XP and money. I won't grind for drops. EVER.

If I need a random drop to proceed and I don't get it from passing through an area or grinding for XP or money, I'll quit the game immediately. If random drops are critical to stay on curve with the game's systems, I won't play it. (This, in addition to fucking awful click-to-target-cooldown gameplay and, often, sub fees, is why I don't play MMOs and probably never will.)

I HATE randomness in games. Just despise it. I hate it in tabletop RPGs (give me a pure resource expenditure system any day), I hate it in electronic game combat systems (hi again, many MMOs with heavy D&D influence!), and I simply will not tolerate it if it any way effects my long-term performance in a game (via drops being the way to stay on the power curve, randomized stats at character generation, whatever).
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metroid composite

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Hm, interesting, I also tend to dislike randomness, although in different ways.  Random drops I can tolerate; if I get it, great, if I don't, oh well.  But randomness in-combat definitely takes away from a game to me, because I like to be strategic and plan ahead.

On the flip side, I've known people who actively loved randomness.  Who, in TF2 for instance, argued with much passion to keep critical hits turned on.  (I'm not sure any of them go to the DL, although I seem to recall there's people in this group who will grind for rare drops in BoF?)

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I will grind for random drops in some games and most MMORPGs if I feel the drop is worth the actual effort of me wasting away my mind and sanity. One pretty big example (for me, anyway) is sitting around in mjo_dun02 and mjo_dun03 killing Skeleton Workers for their cards (and I have farmed for at least over 20 of those, which are a 0.01% drop rate on official servers, and I used to play on official servers) in Ragnarok Online... But then, in normal single player RPGs, I tend not to do that as much. The drops end up occurring while I grind for money and XP there, because I always do that. I like to reach high levels even if I don't need to. :f Randomness in games is something I'm on the fence over - I tend to have pretty bad luck with chance-based things but I'm often the brunt of things like low-chance-proc attacks (hihi early-game dota Sniper headshots), but then without those the game would be p. boring

as a refresher, my conscientiousness is 60 and my neuroticism is 84
19:35:58 (trancehime) there's a specific spot in the game that's for item duping
19:36:14 (Sanae) o.o
19:39:11 (Sanae) I'd love to dupe a second trancehime.

Dark Holy Elf

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I tend to enjoy randomness in setup, but not large amounts in battles themselves. Examples of what I mean for the former is Fire Emblem's stat growths or the fact that everyone in a Wild Arms 4 battle starts with random initiative in a random position. Basically, this randomness shakes things up, and makes each playthrough/battle feel different.

Excessive randomness in battles themselves just gets in the way of strategy, though. It's not instantly fatal, as sometimes overarching good strategy can still be crucial and I can appreciate that, but it tends to put a certain cap on a game's quality to me (e.g. FF1 is random as hell, but a good approach means you'll do much better on average, which tends to even out somewhat over the course of a dungeon and especially a playthrough... I get some enjoyment out of this, but of course FF1 will never be one of my top games).

Random drops... eh. Most of the time I feel like mc, that they're harmless enough. When they become the subject of grinding they feel kinda stupid and degenerate. I agree with Cranbud, I think - I can understand grinding for a fixed, attainable goal well enough (e.g. I want to get enough Calculator JP to learn CT and 5), but grinding for drops feels far more frustrating... maybe you'll be at it for hours, or maybe minutes, who can tell? (e.g. rare poaches can BURN IN HELL) Usually grinding for drops in games can be ignored, but when it can't be it ticks me off.

(conscientiousness 61, neuroticism 11)

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NotMiki

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Hm, interesting, I also tend to dislike randomness, although in different ways.  Random drops I can tolerate; if I get it, great, if I don't, oh well.  But randomness in-combat definitely takes away from a game to me, because I like to be strategic and plan ahead.

I tend to enjoy randomness in setup, but not large amounts in battles themselves. Examples of what I mean for the former is Fire Emblem's stat growths or the fact that everyone in a Wild Arms 4 battle starts with random initiative in a random position. Basically, this randomness shakes things up, and makes each playthrough/battle feel different.

Ok, I think I just about completely disagree with both of you.  I prefer setups to be completely controllable, but I appreciate random elements within encounters.  I don't WANT to have such a degree of control over the game that I can predict with absolute certainty how an encounter will go, who will get what turns when, what moves enemies will make, and exactly how much damage I will do.  Inform me of damage ranges, give me hit and crit %s, by all means, but don't remove those elements from the game.

The reason I value randomness is because it allows me to exercise judgment on the fly.  Ghaleon, if I recall correctly, follows a set pattern.  To me, fighting Ghaleon, then, is about as fun as simple subtraction, but 100x as long.

EDIT: regarding random drops, they're fine, but keep the drop % high, please.  low % drops are just as tedious as no-variation combat.  In fact, the two often go hand in hand <_<
« Last Edit: April 05, 2012, 06:17:08 AM by NotMiki »
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Grefter

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We are going off on weird tangents?  Looks like, so wheee tangent time.  I suppose this is something I could really post in my editorials thread, but ehhhh.  Who knows.

WALL OF NERD TEXT ABOUT MMOS AND HOW THEY ARE TOTALLY GREAT IN A WAY THAT WILL BAFFLE AND CONFUSE LAGGIES AND TRANCIES

The stuff you guys are talking about there is exactly the reason I love Triple A theme park MMOs.  Not for the grinding or anything stupid like that.  The fact that it exists and is a very core game mechanic.  People love it and hate it.  It is hard to do the model without the randomness, but people despise it.  It is a fun thing to watch a developer design around.  When they are trying to be all things for all people it leads to some really crazy meta balance and design choices.  Watching them falter is almost as interesting as watching them succeed.

What I am trying to describe is, MMOs are fun for the meta game involved with someone trying to design around the core principals that bring people to the genre and playing consistently for extended periods of time.  It is a tight rope between burning players out and making the approach entirely impenetrable to newer markets and still trying to drive that Conditioning effect that the genre has so strongly tied into its EQ roots.

All that stuff with randomised drops and how to minimise the impact you have described above you see implemented into your WoWs, SWToRs, Rift, Age of Conan and even in places like Terra I believe (could be wrong there though!).  There is stuff like collect 5 Basalisk Brains quest mobs not being such volatile random drops any longer in them where you used to have 20% drop rates sometimes on the notorious ones, WoW trends more towards like 60% at worse and normally has low numbers there.  So during the required questing you see RNG not being nearly as harsh.  Also obvious but I feel I should point it out, questing still has that grind that MMOs kind of run on, but it gives you a fixed target.  You know what you are dealing with.  Mix it with the less volatile rando drops and it is a much less egregious grind. 

Loot drops are still super random though for world drops.  They tend to fall totally into the "nice if it happens, but whatevers" category, while dungeons and raids and the like will give you a 20% chance at a given piece of loot each time you kill a boss.  Now that is pretty transparently there to keep you coming back, but more and more games are experimenting with ways to curb how cruel that can be. 

The super obvious one is, quests.  Wheeee.  Do quests, get loot around the level of the dungeon.  Super simple and obvious, but it means that even if a player wasn't lucky in the dungeon, they get something out of it without failure.  Not repeatable in most cases, but still, helps ease that gear curve. 

A super common one is loot tokens, that can be traded in for something that the player who gets the drop can decide (Tier sets in WoW function off this and it is pretty common), So while individual token has say a 33% chance to drop, someone always can use it.  It cuts down on the fatigue of unusable items dropping. 

Another one that is similar in functionality, is have bosses and the like drop a kind of universal currency as well as the rando loots.  WoW itself has back and forthed on whether it wants these to act as a concession prize for "Sorry buddy you missed out on that drop you wanted for 6 weeks in a row, have a more minor upgrade to fill in the gap" or if it is a parallel/alternate progression path entirely.  It started off as an alternate gearing path in the first expansion of the game, then became bummer prizes for hardcore players and alternate progression path for everyone else.  Next expansion it was all over the place starting off as bummer prize/progression path, then turning into the primary gear source with the rando drops actually feeling kind of supplemental for most slots, then still in the same expansion... they kind of went to a weird place where they were the primary gear source for some people, required and upgraded with and supplemented by the random drops.  It was a strange place.  In the latest expansion it has yoyoed all over the place.  It is a really fascinating tuning knob that they can turn and shift up the dynamics fairly unilaterally without actually changing core game mechanics while having massive impacts on core gameplay since they have control over the income of the currency and what is available with it.

I really like that one because it is an elegant design solution to a complex problem and it gets used with all the finesse of a baseball bat.  Players also HATE it because it makes it feel like a mandatory grind rather than an optional one (although if you are going to be playing the game, attending raids or whatever your equivalent gameplay progression isn't really optional!) and because it removes that random factor.  MMO players actually actively seek out those randomised chances, which is why they are commonly paralleled to poker machines what with their addictive traits and history of ruining lives.  I will come back to this in a second.

Yet another kind of classic form of the same idea is reputations.  Also a classic grind in MMOs.  Have a faction that you gain reputation from killing things in a raid.  Boom, instant possible loot stream for players that is gated and causes them to be playing for X amount of time.  Also acts as a gold sink.  Less interesting than the above.

Probably the strangest one to combat the randomness is random loot drops that are able to be sold on the open market.  These are not normal world drops that can come from anywhere, but specific to an area that a lot of people are likely to be doing (like a raid or a dungeon obviously), they normally have a fairly low drop rate, but high enough that you see them with some consistency.  The key thing is that they are able to be sold and traded making them available if you badly need to fill that slot (and has added benefits of fuelling in game economy and stuff).  These are pretty cool in a vacuum.  They run into some serious issues when they are actually a very good item and everyone wants them.  Then you get crippling RNG burn out for people that want them and they just won't drop.  Lower odds each week than a normal boss.  They also tend to be massively inflated in price which has adverse effects on the economy with random spikey fluctuations in the player economy and even lead to abusive play of people trying to do content in ways that the developers did not intend (trash farming has always been a thing where there is random drops or reputations to be had from raid instances in WoW), such as soloing content intended for multiple players.  Doing so over and over again.  This also obviously attracts gold farming and the like.  More unintended load on the servers if the content is in an instance. The spiralling effects for it are pretty amazing just because you made a 1 handed sword with Strength, Hit rating and Haste drop like this.  It is fascinating stuff for me.

That is the last of the loot systems I can think of.  So back to that interesting point about how players love that Poker Machine effect and actively seek out.  I think the most fascinating part of the Triple A games actually ties back to the much maligned subscription model.  That monthly fee is a really fun thing for many reasons.  You get to watch people do mental gymnastics about how paying that monthly fee actually saves them money you see because it is the only game they have to play.  Some lucky MMO gamers actually do this and save a fuck load of money.  I envy these people.  It is also a great source of entitlement to players.  Great times with many a stupid thing said.  None of them is the actual interesting thing.  Those subscription MMOs don't need to actually have you playing the entire month.  They just need to be fun enough to keep you paying that $15 a month.  Let me repeat that and its implication.  MMOs are interesting games to me, because they don't actually have to be fun games.  They just need to be fun enough often enough to keep people playing them.  That is such an alien concept to gaming I find.  Most games that aren't traps actually try to justify their price point in one way or another.  $15 tends to set the bar pretty low, especially when you figure you have a whole month to do it in (maybe 2 or three!).  That isn't say that MMOs are designed for mediocrity, they just have a completely totally alien design goal post to most other games.

Now the best part on this that I still to this day haven't actually settled on.  I tend to bounce between "well that means they don't even need to implement the grind in there!  You could just let people play the fun bits every so often and be done with it!", which is all well and good, but then you run into problems that seralised fiction does.  Miss your date for content delivery and you are going to start losing people.  Also game content is much harder to do in episodic content  (we are getting there!  Point and click stuff does it great.  Story based RPGs aren't doing to bad either), but the standard MMO gameplay doesn't really lend itself to episodic delivery.  I mean the thing I complain about the most with WoW when I cave to the addiction?  Content releases are always to far apart.  Always.  So I guess that means that I think they need the grind?  Not really.  Whenever I am in there I am constantly rebelling against it "Errrrgh I hate feeling like I have to do X every day or do it 50 times over a given period to get my Y".    So I concede that I think they need some grind to stay relevant to the players and keep them there, but I don't want any grind.  I suppose what I really want is some token minimal grind (other than the raiding grind which was the only thing that actually gets me playing them other than an interest in meta balance and wanting to see things).

What do I think the answer is?  Something WoW actually tries to do all the time and then fucks it up horribly.  You give people a target to meet.  You let them do it in their own time.  I hate dailies.  I love weeklies.  Blizzard moved a lot of the mandatory grind from the past expansion from a daily thing to a weekly thing (the currency for gearing up), then they made it kind of irrelevant.  Then they made it super relevant, super easy to get but grindy as fuck to do without raiding (so you wanted to do it so you could catch back up to raiding really easilly which was the best source of the currency...).  Then the introduced daily quests you should do to get good gear so you are back to square one again.

So yeah.  MMOs are terrible but are really fun thought experiments.  They can do everything right in the world and still not get it right because they inevitably fuck it up again somehow.  It is a roller coaster of constantly shifting and changing meta balance, theory craft and social engineering.

Which to tie it all back in to this stuff I blame entirely on Adventurousness 71 / Intellect 91.  That is why I play so many of the games I do.  So for anyone that has ever asked why I play shitty games that I hate?  It is because thinking about them is fun, or thinking about why I think about them the way that I do is fun.  Or thinking about the way that other people think about them is fun.

Fun for the same reasons this thread is fun.  This is what play looks like for me.  It always stuns me when I remember other people don't think like this.  You don't realise that the world is your clam.  You should totally fuck the shit out of it you guys.
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Ranmilia

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Conscienciousness 2, Neuroticism 99 here, much the same as Mr. Cranbud.

Mandatory grinding of... really any sort I can think of offhand (note it is 6 AM and I'm kind of tired so maybe I'll think of something else later) is dumb and one of the easiest ways to either turn me off or on to a game.  In theory, off, and definitely so for games with truly 100% required grinding.  Although I don't think I've ever played a game like that in the first place - I can't think of anything besides MMOs that works that way. 

In practice, "you should grind here" spots often turn me on to a game more... because (outside MMOs, or particularly dull/unbreakable games) grinding for levels or equipment isn't usually really mandatory.  I will very happily seek out ways to break the game via better play, strategy, glitch abuse or what have you in order to avoid the grind.  Even if this winds up taking multiple hours of resets and considerably more time and effort than just grinding up 5 levels would have.  Figuring out and executing a way to avoid grind checks like that is actually one of the bigger thrills I can get out of RPG-ish games.

As far as me actually doing mindless grinding goes?  Only in a game I otherwise like, where I can turn my brain off doing it, it is completely unnecessary to actually proceed, and there is some sort of completionism goal to aim for with it (shoutouts to Orderliness 54) or some other expansion of gameplay possibilities beyond bigger numbers.  For example, souls in Castlevania X of Sorrow.  The completionism goal can be self-imposed as well, I spent a while trying to collect a copy of every unique/set item in Diablo 2 some years back. 

But I guess the salient point there is that these instances cease to really be "playing the game" at all to me and more a completely separate mindless diversion to do when I am in the mood for mindless diversion.  As soon as an actual gameplay need enters the picture, no way.  For example, I'll use an editor to unlock any job past Knight/Wizard for FFT SCCs, or to autolevel guys if I determine that I actually do absolutely need a speed point to beat Velius or whatever. 

But I WILL "grind" out the ends of battles to get enemy crystals (they might have something new and cool to use!), and maximize JP/XP gains while waiting for them (play optimization!  Rally behind the cry, "For value!"), even though it's the exact same actions I refuse to take just for the sake of gaining that JP/XP by itself.

Having written all that, I don't know if this makes sense at all.  Probably not.  I have to post it anyway, though, for value.


Edit: Oh yeah randomness.  What Jim said.  Managing some level of randomness on the fly is, I feel, as much as or more of a skill than completely flowcharting out an encounter.  To the point where games that can be flowcharted often lose my interest and seem trivial or cheapened.  My mind goes "ugh this game would be 100x better if it had things that were like this but not exactly, with some variance."  Often comes up in danmaku shooters, the eternal debate between fully fixed, fully random or semirandom patterns.  For that reason, I also don't like playing Smash without items, or TF2 without crits, though the latter is theoretically-if-I-played-it-at-all.
« Last Edit: April 05, 2012, 12:15:07 PM by Sir Alex »