Reward-driven mentality
Everything people do is about reward. Usually that reward has to do with what goals you're trying to achieve. In bowling the reward is how many pins you knock down (or beer, which is its own reward), in CoH it can be having a purpled out level 50 or an incarnate.
In both activities, how much time you're willing to spend at activities that most find boring increases your reward. For example, no pro bowler became competitive simply by bowling with his buddies. He spent hours and hours bowling alone (and some people actually enjoy it). In CoH, those willing to farm or market can get the best rewards (some of them actually enjoy it as well).
The reward for playing catch with your son is spending time with him. If he spends the entire time on his phone with his buddies while you're tossing the ball around you're going to end the game quick. Same with the reward for spending time with friends, if they ignore you you're likely to leave.
All activities are reward driven, it just depends on what rewards you're looking for.
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
Something has been bothering me slightly for a while now.
That thing is: Why are so many people obsessed with being rewarded for the time they spend playing City of Heroes? I see complaints about the drop rate of Incarnate Shards, purples, and any other thing that you get while you're playing, and I can't for the life of me figure out why it is so important that people get these things. Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun. Now, when I read the forums, it seems that for a lot of people, the amount of fun they have is directly connected to the amount of rewards they get while playing. Look at anything else you do for enjoyment. Lets say you enjoy bowling, for example. When you go out bowling with your friends, you're going out for the express purpose of going bowling. Having fun while bowling is it's own reward. You don't get upset that you didn't get a trophy for it, you had fun bowling and that was the point of doing it. Why are video games, and MMOs in particular, so different? You would think that it would be the same. If you go bowling to have fun, why wouldn't you play video games for the same reason? But I see a lot of people saying that they are playing to get the rewards associated with it, and complaining when they feel that they aren't getting them fast enough. That would be the same thing as going bowling and getting upset that you didn't get a trophy at the end of the night. What happened to the fun? Why do people feel the need to be rewarded for entertaining themselves? You don't expect a reward from watching TV or a movie. You don't expect a reward for playing catch with your son (or dad, as the case may be). You don't epect a reward for going bowling, or hanging out with your friends. In all of those activities you do to entertain yourself, the fun you have while doing it IS the reward. Why is a video game so different? |
If we have a reward-driven mentality here it's because the devs have driven us to it with all these rewards.
De minimis non curat Lex Luthor.
Okay, so, what I'm getting out of the responses to my post is:
-I'm saying that everyone who doesn't play like me is wrong.
Not at all. I'm just wondering why people spend so much time doing something the don't enjoy in order to get a reward out of it, when that time could be spent doing something perhaps less rewarding, but more enjoyable.
When people use terms like "work" and "effort" to describe something meant for entertainment, it makes me scratch my head. I can't think of any time in my life I have ever "worked" at watching a movie, or put "effort" into a TV show.
But playing online video games is different. For an apparently overwhelming number of people it seems to be not only normal, but expected that you should put a lot of effort into the game in order to advance, or keep up with other players.
That's fine, as long as you're having fun doing it. But when it gets to the point that the rewards are more important than whether you're having fun or not, maybe it's time to do something else for a while.
I casually mentioned once that since I had never done a particular TF, that I would like to take my time with it. I was actually told: "It's not about having fun, it's about getting our merits as fast as we can." I was leading the TF, and was given no choice about the pace of it, even though I stated when I was recruiting for it that I was not interested in speed running it.
I guess what confuses me is that people actually seem to have the mentality of "Who cares if it's fun? We're getting STUFF!"
And I was misunderstood in my last post, by a couple people. When I said "In my opinion, if rewards are the sole reason you play the game, you're doing it wrong" it was interpreted wrong. If rewards are what make it fun for you, okay, I don't rally understand it, but it's your definition of fun, not mine.
But, if you DON'T find it fun, and are doing it JUST for the rewards, then you've missed the point of doing it. Unless getting the next shiny IS the point of the game, in which case I guess my approach of doing what I find fun regardless of the rewards involved makes ME weird.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
QR
I'm guessing that it goes something like this: Most "traditional" video games are played offline - and predate the MMO.... and I remember that I and many of my friends would go out and get a game and we'd play it until we beat it, then it'd get put away and gather dust on some shelf and only ever very occasionally get taken out and played in the future, if one was a bit bored and/or felt nostalgic.
An MMO relies on the continuing subscription and although they generally exist in a persistent world most people can play most of the content within a matter of months, especially if they subscribe soon after launch. Then it's only the regular updates and the rewards that give anything to play for.
There's always a goal, even if it's just getting to 50, and whilst on your initial journey there's much exploration to be done, and there are other things but mostly they give rewards too... Badges are a prime example.
I've done almost everything there is to do in the game in the almost-five years I've been playing - but I've been lucky in one sense that I've been able to play a lot, and I REALLY love the game. For me, the fun is being the superhero but the rewards do give you something to aim for.
It's maybe wrong to say it's a reward-driven mentality - it's probably more of a goal-driven mentality. We want to get to 50. We want to IO our toon out properly, the Purple it, then Incarnate is the next stage. Then the goals override the "fun" (I'd actually argue that getting the bits you need to achieve your next goal is a lot of fun) - and there's a lot to do in this game still if you don't mind repeating content.
For me, the FUN is in the goal achievement and moving on to the next thing. There are other little projects that are also goals: Doing a series of specific arcs, Badges, the Trio of Doom thing I've had a lot of fun with and stuff like that.
Thelonious Monk
I play for fun - running aroud in spandex and a cape and punching bad guys
Although getting badges is also fun
@Golden Girl
City of Heroes comics and artwork
For example, no pro bowler became competitive simply by bowling with his buddies. He spent hours and hours bowling alone (and some people actually enjoy it). In CoH, those willing to farm or market can get the best rewards (some of them actually enjoy it as well). |
I can see people enjoying those things. What I don't understand is the ones who DON'T enjoy them, but do them anyway. In their case, the rewards became more important than their enjoyment of the activity that produced them. And that mindset baffles me.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Character index
Bowling is fun if you have folks to do it with and you are good at it.
Since neither applies to me, I say mehhhh to bowling.
To the OP, what exactly did you think would happen when inventions/loot was introduced?
If the game were nothing more than staying at the same level and just flying around and just beating up the same level mobs over and over again, I think myself and many others would have quit a long time ago.
Incidentally it's also why I love superhero comics. Heroes (and characters in literature and entertainment in general) evolve over time and overcome higher, tougher, and more complex obstacles over time (be it archenemies or insane plots or personal relationships.) If a comic came out that never showed any growth for it's characters (superhero comic or not) I sure as hell WOULD NOT be reading it.
So no, getting rewards IS INDEED fun. FARMING is ALSO indeed fun. Some people like getting the next shiney.
Playing the same story over and over again gets OLD. FAST. (looks at the old decrypt COH content). The ONLY thing that changes is the chance at completely random rewards that make one say "ooooooh how nice". It's the only thing that devs have built that doesn't get used by the players faster than the devs can make it.
You may have played that tf or mission for the 113232324544354th time, but I guarantee you that if a mob or enemy during it drops a shard, purple or other loot, you WILL pause and AT LEAST say "hmmm cool."
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
There's what you want to do in the game, and there's what you need to do to achieve that.
I hate playing under level 32. I really do. The first 21 levels are a slog with TOs and DOs and few slots in general, and even once you get to SOs and decently-powered IOs you still don't have all your powers. I understand that you need those levels to learn the basics of the character, and Praetoria has certainly made it less painful, but I still don't like it. But I know how badass so many sets can be in the upper levels and I dearly want to play many set combinations at level 50. To get there, I need to slog through the lower levels.
In a similar vein, people who were (and maybe still are) focused on merits have an eventual goal in mind. They have a specific build they want to have fun with, but to get there they have to earn their merits first, and they want to do that as quickly as possible to get it over with.
De minimis non curat Lex Luthor.
It's all about the hamsters. You perform an action that produces a pleasurable response, you will continue to perform that action even when the pleasurable response takes longer and longer to achieve - further down the time line when this response is achieved in only, say, 1 out 20 attempts, the scale of the pleasure is adjusted accordingly. People like pleasurable responses and given enough of them early on will want more and more and more.
Ever notice how the early levels fly by so quickly but later levels tend to last longer? You got hooked in the beginning. Little tastes. Notice how the best/most visually attractive powers don't come until much later? Designed to look within your reach. Any creature with more than two brain cells to rub together can be easily modified to want more pleasure and we are certainly no different than hamsters in that aspect. |
I will do many things I do not enjoy to have things I do enjoy. Certain actions in video games are one of those things.
If after a hour of farming the game asked me with a dialogue box "Since you obviously intend to do this for quite some time, how about we just give you X reward?", I'd click yes and move on to what I really wanted to do in the first place.
The enjoyment may be in the journey, but some of the sights on that journey suck.
Infinity
Sam Varden 50 MA/Reg Scrap
Doomtastic 50 SS/Inv Brute
Ceus 50 Eng/Kin Corr
Cinderstorm 50 Fire/Fire Blaster
Fortunately, after a bit of research, trying and learning I no longer "have to" do anything I don't like in order to get where I want to get. Concerning the price of IOs, I don't really use anything really expensive. I have few builds with purples other than sleep or confuse, but most of them do end up at the more expensive end of the rare IO heavy builds, with sets like Luck of the Gambler and Obliteration. I don't really pay attention to the price of the build, I pick whatever suits the goals of the builds best regardless of it being less or more expensive than another piece. The only thing I avoid are purples and PvP IOs.
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I know when the Incarnate system first came out, I saw a lot of people in various chats complaining that they'd never get X component because they'd never be able to do Y activity. The reality is, you can always just run what you want and convert the shards you get later. It's just one example, but I think sometimes people forget that they have options.
Originally Posted by Scarlet Shocker
It's maybe wrong to say it's a reward-driven mentality - it's probably more of a goal-driven mentality. We want to get to 50. We want to IO our toon out properly, the Purple it, then Incarnate is the next stage. Then the goals override the "fun" (I'd actually argue that getting the bits you need to achieve your next goal is a lot of fun) - and there's a lot to do in this game still if you don't mind repeating content.
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Leader of Renaissance de la Veritas
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Amygdala's Guide to the Cathedral of Pain Trial
Okay, so, what I'm getting out of the responses to my post is:
-I'm saying that everyone who doesn't play like me is wrong. Not at all. I'm just wondering why people spend so much time doing something the don't enjoy in order to get a reward out of it, when that time could be spent doing something perhaps less rewarding, but more enjoyable. . |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
There's what you want to do in the game, and there's what you need to do to achieve that.
I hate playing under level 32. I really do. The first 21 levels are a slog with TOs and DOs and few slots in general, and even once you get to SOs and decently-powered IOs you still don't have all your powers. I understand that you need those levels to learn the basics of the character, and Praetoria has certainly made it less painful, but I still don't like it. But I know how badass so many sets can be in the upper levels and I dearly want to play many set combinations at level 50. To get there, I need to slog through the lower levels. In a similar vein, people who were (and maybe still are) focused on merits have an eventual goal in mind. They have a specific build they want to have fun with, but to get there they have to earn their merits first, and they want to do that as quickly as possible to get it over with. |
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
When people use terms like "work" and "effort" to describe something meant for entertainment, it makes me scratch my head. I can't think of any time in my life I have ever "worked" at watching a movie, or put "effort" into a TV show.
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Games, by their very nature, are interactive media defined by the player's interaction with the system, based on a system of rules which define what you can do but, much more importantly, what you CAN'T do. Video games are an extension of group games, only it's the system setting the rules, not people among each other. As such, parts of the game - especially in more complex games - may be "gated" behind certain requirements. In Commander Keen 4, you need the scuba gear before you can attempt the underwater level. In Captain Comic, you need to Lantern before you can explore the dark castle. The examples go on and on.
But consider the following - you like a particular scene in a movie, say a very climactic, very exciting fight, but aren't necessarily interested in the godawful plot that leads up to it. So what do you do? Do you sit down and watch it anyway? I, personally, just fast-forward to the part I want to see. Now suppose you want to play a level in a game, but don't always want to play the levels before. For instance, you want to play the cool firefight level, but you don't want to play the crappy sewer level, so what do you do? Well, you don't have much choice - either you play the sewer level anyway, or you cheat. Well, or you reload a save game. Online games allow neither cheating nor independent save games, so the only thing you have left is to get through the part you don't like to get to the part you do like.
Personally, I LOVE green SOs and I HATE yellow DOs. What this means is that I LOOOVE level 22, but I HATE HATE HATE level 21. So what do I do? The only thing I can do, really - find a way to get through level 21 as fast as I can. Lately, this has included using my veteran power to grant myself Patrol Experience to speed things along.
Not all parts of a game are fun, but oftentimes you need to play the parts you don't like to get to the parts you do.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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An excellent point.
I can see people enjoying those things. What I don't understand is the ones who DON'T enjoy them, but do them anyway. In their case, the rewards became more important than their enjoyment of the activity that produced them. And that mindset baffles me. |
I'll agree with you, I don't understand people who do things they don't enjoy so they can keep doing things they don't enjoy. Unless the reward for them is to have some uber awesome toon to do these things with....I still don't get it though, probably because I use my uber awesome toons to do things that I DO enjoy.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Try something real quick: Think back to when you first started playing the game, and why. I can guarantee that, whatever your reason for playing the game was, it did not involve purple drops or Incarnate Shards. In fact, I would go so far as to say you started playing the game because it was fun.
Now, when I read the forums, it seems that for a lot of people, the amount of fun they have is directly connected to the amount of rewards they get while playing. |
If you go by the Bartle Test, there are four parts of an MMO gamer's psychology (though this is by far not limited to MMOs, Richard Bartle designed the test for multiplayer online games): Achiever, Explorer, Socializer, and Killer.
The Explorer enjoys finding new things, whether they are places to things to do. The Socializer enjoys... well... socializing. Reading the game lore, etc. Killers enjoy PvP, or more specifically, competition with other players. In a game containing items to make our avatar better, this includes obtaining those items, so that your avatar can be better than theirs. This overlaps with the Achievers, who want to get the best version of everything they can: best items, highest level, most badges, etc.
The Killers and Achievers in all of us will generate the most discussion on the forum that is related to the actual game mechanics (rather than discussion about story or setting). And both of these psychologies want to have the best available. Best of what? Everything. Some players aren't much of the Achiever or Killer mentality, but many others are. And it's those people who are the plurality or majority of posters, so that's what you so often see.
Look at anything else you do for enjoyment. Lets say you enjoy bowling, for example. When you go out bowling with your friends, you're going out for the express purpose of going bowling. Having fun while bowling is it's own reward. You don't get upset that you didn't get a trophy for it, you had fun bowling and that was the point of doing it.
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However, few people would enjoy going bowling and scoring a 16 while their opponent scores a perfect 300. Unlike CoH, bowling is inherently a competition (we return to the Killer gamer psychology: people like to win, or at least put up a good fight).
You don't expect a reward from watching TV or a movie. You don't expect a reward for playing catch with your son (or dad, as the case may be). You don't epect a reward for going bowling, or hanging out with your friends. In all of those activities you do to entertain yourself, the fun you have while doing it IS the reward.
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Television and movies are not interactive activities; they are pure entertainment. Playing catch, at best, is practice for a game rather than the game itself. Depending on the situation, catch might be a means to help train a child's hand-eye coordination, or maybe it's simply an excuse to strengthen the social bonds between two people.Hanging out with your friends is not a form of entertainment, it's a form of socialization.
Your argument conflates entertainment derived from interactive activity (games) with inactive entertainment (television, movies, plays*) and socialization. They are not the same thing.
* Some plays have interaction between the actors and the audience, but unless they're pulling you into a part of the play, it's still essentially inactive entertainment. When you do get pulled in, it's closer to the feeling you get as if you were the original performer. (Or, maybe you just get embarrassed.)
http://www.fimfiction.net/story/36641/My-Little-Exalt
I want the rewards because they help make my character more awesome, and I'm an engineer: http://www.smbc-comics.com/index.php...&id=1797#comic
There is one other thing (I hope I'm not repeating, not enough time to read every post).
I play with friends. I play a number of AT's, though usually not healer types. The game puts your characters into sometimes "dangerous" situations - it's generally easy, but occasionally you'll get an added mob aggro'd, or someone will get ovewhelmed, or split party...
And that's when you have to 'think on your feet' and work a bit harder to stay alive... and to keep your friends 'alive'. It's very gratifying to be able to pull someone's bacon out of the fire, after a tough fight. Or to notice a mob skulking up and drop that Rain of Arrows before they can hit the Lone Emp in the back. Or watch all the mean nasty mobs flopping around on their backs, making your tank able to pop that rarely needed BreakFree/Blue/Green.
So there is that, a reason to want the 'leet stufz' that makes you able to do the slightly 'heroic' stuff that helps keep your friends alive.
For me, that's one of the things that the Expensive Stuff makes more fun. (terrible sentence, but you get the idea.)
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
I'm just wondering why people spend so much time doing something the don't enjoy in order to get a reward out of it, when that time could be spent doing something perhaps less rewarding, but more enjoyable.
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Example: You are told if you kill 20 baddies, you will receive a +20% buff to your defense. Sounds good. This task can be repeated 5 times but will stop having an effect once you reach lvl 25. You'll do this. You'll do it all 5 times too. Why? The reward is proportionate to time and difficulty.
Lvl 25 comes and the buff is no longer good for you. New task - kill 5 baddies, get a +30% buff to defense. Sounds better. Task can be repeated 3 times but will stop having an effect once you reach lvl 35. You'll do this. You'll do it all 3 times as well. Why? Your previous reward is no longer useful and needs to be replaced. The challenge seems easier with a greater reward. The key word is seems. What you don't know is that those 5 baddies are gonna be real hard, but, you won't notice. All you'll be thinking about is the reward.
Eventually, the task will become a mundane chore that you'll probably hate. But you will keep doing it because at some point you have come to not only rely on that reward for its benefit, but also because the completion of the task has caused your brain to release dopamine. Dopamine is the happy drug your brain releases in response to pleasure/reward.
See?
Science is fun!
Well, getting those little drops are part of the fun.
The real question should be, when did people start thinking they had to have them in 30 seconds or less to enjoy the game?
Do I IO out my characters? Yuppers!
Do I complain about not being able to have those IOs as soon as I hit whatever level I want to slot them? Nope!
I figure the ones complaining that much, are the ones most likely to leave the game when they got it all anyways.
BrandX Future Staff Fighter
The BrandX Collection
In my personal opinion, this type of thinking is flawed because it bases your performance as a character on what IOs you have.
Fortunately, after a bit of research, trying and learning I no longer "have to" do anything I don't like in order to get where I want to get. Concerning the price of IOs, I don't really use anything really expensive. I have few builds with purples other than sleep or confuse, but most of them do end up at the more expensive end of the rare IO heavy builds, with sets like Luck of the Gambler and Obliteration. I don't really pay attention to the price of the build, I pick whatever suits the goals of the builds best regardless of it being less or more expensive than another piece. The only thing I avoid are purples and PvP IOs.
After thinking a bit, it is indeed progress that keeps me doing stuff. Most likely I would've stopped playing violin years ago if I had not progressed much at all from the beginning. Most likely I wouldn't frequent the gym if no progress with weights happened. In the end, progress isn't the only thing I'm after, I do things that I find fun, but progress plays a big part in it. Hell, I wouldn't see any of my friends if everything we shared didn't in some way change our relationship and we were exactly the same people as when we met for the first time.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
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Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein