Should games take us out of our comfort zone?
I have to say, and I apologize for any offense in advance because I really don't hate you or anything, but I find this conversation extremely loaded. It reminds me of a push poll. "Do you think that it's right for a man who beats his wife to be a U.S. Senator? Did you know that Mr. Fizzlewick is suspected by some people to beat his wife? Does this information that some people suspect Mr. Fizzlewick of beating his wife change how you think of Mr. Fizzlewick? Would you vote for Mr. Fizzlewick as U.S. Senator, now knowing that some people suspect him of beating his wife?" These things are bogus on many levels.
It sounds to me like you are trying to equate giving rewards for task forces with "taking us out of our comfort zone." There are a lot of problems with that.
- Maybe teaming up takes you out of your comfort zone, but you have to understand that it doesn't take the vast majority of players of this game out of their comfort zone. If there weren't throngs of people lined up to do these Weekly Strike Target task/strike forces, you might have a point. As it is, you are in an extremely small minority of players.
- It's not like the Weekly Strike Target task/strike forces is something really weird or out of place in an MMORPG. It's entirely reasonable to expect people who play this genre of game to team up with others to accomplish things. If they decided to change the game to a first-person shooter, I might agree with you. As it is, they are only making logical, well-thought-out decisions that fall naturally in line with what the genre is about.
- You are taking an overly general concept--that is, "taking us out of our comfort zone"--and applying it inappropriately to a specific thing--teaming up with others--that you don't happen to like. It sort of implies that the developers were sitting around in a meeting and saying, "I have an idea. Let's take people out of their comfort zone! Let's get them to team up to earn some high-level rewards!" Aside from being a non-sequitur, it sounds a bit on the paranoid side.
What if instead they had created a high-level reward that was only accessible via completing a long arc of missions solo, and someone else posted this thread saying that they're not comfortable playing solo, that the devs are going in a direction that "takes them out of their comfort zone?" In fact, and I feel dumb for asking this because I really haven't played much Praetorian content, but aren't there missions there that, in fact, you do have to complete solo? Have you made an issue of that because it might take some people out of their comfort zone? You probably think that's silly, and you're not wrong, because simply put, "making people team up" != "taking people out of their comfort zone."
- I've said this before and I'll say it again, but no one ever promised you that you will enjoy 100% of the game. In fact, I don't think there has ever been a game in the history of humanity that I have 100% enjoyed. There's always something, sometimes kind of nitpicky, that kind of rubbed me the wrong way.
You keep framing this as people telling you to "suck it up." You also seem to think that's an invalid suggestion, but it really, really isn't.
You know what I don't like about the game? PvP. It's just not for me. I pop into Bloody Bay now and then to get some Shivans, and once in a blue moon, I might pop into Warburg to pick up some nukes for a task force. If there are people fighting in either one, I avoid them. I've been known to leave the zone completely and try again some other time just because someone wouldn't leave me alone in there.
You know what I do like? Having Shivans. Having nukes. Collecting some extra badges only available by engaging in PvP activities. Clearing the "See the warzone operative" missions. One could argue that the developers are trying to "force" me into engaging in PvP. Hell, if one did, he or she would actually probably be pretty correct.
Still, I do pop into those zones and run missions in there. Why would I do that even though PvP is, as you say, "out of my comfort zone"? Because I want the rewards for doing it more than I don't like PvP. I suck it up. I'm not going to let the 3% of the game that I don't like keep me from enjoying the 97% of it that I do.
That last point is what slays me. I have seen you and others grouse endlessly on these forums about how much of a travesty it is that you have to team up. I have seen you and others try to frame it countless different ways. The devs hate soloers. (They don't.) The devs are trying to force people to do things they don't want to do. (They aren't.) The devs are trying to make people do things out of their comfort zones. (They aren't.)
I just don't understand what the big deal is. Do this sometime. I'm not being facetious here, actually do it. Find a civilian whose first name starts with the letter M and find out exactly how many hours you've put into that level 50 character. An average WST task force takes, say, I dunno, three hours. (Not really, but let's be conservative.) Divide three into the number of hours you've sunk into your level 50. Most of my level 50s have racked up somewhere around 500 hours in the city, so for me, that means that working on a WST accounts for approximately 0.6% of that character's career.
Now, take into account that most of my characters aren't level 50. If I add up all of the time across all of my characters, I'd probably come up with some depressingly HUGE number of hours, and my time in the game would actually be even more than that because I've deleted some characters I didn't like. I'm guesstimating that I have probably spent less than 0.001% of my City of Heroes career actually participating in a Weekly Strike Target task/strike force. If you add in the time I've spent on the Titan Network and here on the forums, my god, that number probably drops to 0.00001%.
I know you've been playing this game probably around the same amount of time I have. I'm sorry if that 0.001% of your City of Heroes career has made you so incredibly miserable that you just can't let it go. I'm sorry that taking an hour, two, or (gasp!) three out of your busy schedule once in a blue moon is just so intolerable that you feel the need to repeatedly bring up this issue over and over and over, trying to make it sound like this is such a horrible travesty, and that people wanting you to endure a minor inconvenience for just a fraction of a sliver of your game time to accomplish something that you swear is important to you.
I can't help but wonder, though, just how important is this to you, really? I mean, considering how much time and effort you have put into getting your character to level 50 and spent on him or her after he or she has gotten there, I really can't help but believe that if you're not willing to put in a couple of hours or so more to get the big shiny at the end, even doing something that you don't particularly care for, that big shiny really just can't be that important to you, that you cannot in good conscience claim to feel "forced" into doing it.
I don't know what to say. If I were a moderator, I'd be half tempted to lock this thread just because I feel like it was created under a false pretense, and it's got to be at least the fifth or sixth durn thread about this topic, attacking from various illogical angles, that I've seen on it. (Some of the others, incidentally, having been locked.)
Go. Play. And for god's sake, let it go already! If you spent half as much time working on Weekly Strike Targets as you spend here complaining about having to do Weekly Strike Targets, you'd probably have all of your characters level shifted by now.
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
And just so I won't be accused of answering the question posed in the title of this thread, my answer is this:
The question is completely irrelevant. Sometimes being taken out of your "comfort zone" is fun. Sometimes it's not. Someone above mentioned this, and it was very insightful, that fun and "comfort zone" aren't directly related.
I'm one of those old fogies that remembers way back when Pac-Man came out. No one had ever seen anything like it before. It was totally new, and practically everyone who played it was out of their "comfort zone." Those machines also made Namco billions of dollars.
As an avid reader of tech headlines, a few days ago, the news that an adult-targeted party game called "We Dare" for the Wii has been pulled. Obviously, that was out of people's comfort zones, and as a result, it may never even be released.
Should games take us out of our comfort zone? I don't know, should games have pizza in them? What difference does it make? The question has no bearing on whether a game will be more fun or less fun.
We've been saving Paragon City for eight and a half years. It's time to do it one more time.
(If you love this game as much as I do, please read that post.)
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Samuel_Tow: Your avatar is... I think I like it
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Simple answer, yes. To stay with in a comfort zone is to not experience anything new. To me, to stay in my comfort zone for entertainment would become very stale.
Now I skimmed through the thread, but if this is about teaming versus solo play, I must point to the fact that this is an MMO. Now, I solo a lot. Most of my character have gotten to the levels they are in by soloing. Only in the last 8 months or so have I been joining teams and doing task forces on a regular basis. My global friends list as 1 person on it that I don't know in real life.
No one pays attention to me, cause I listen to the voices in my head.
It sounds to me like you are trying to equate giving rewards for task forces with "taking us out of our comfort zone."
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In fact, I find it hugely disappointed that you can't look past current events and see only loaded questions when I specifically explained that that's not what I'm talking about, and have not used that as an example anywhere in the tread at any point.
Should games take us out of our comfort zone? I don't know, should games have pizza in them? What difference does it make? The question has no bearing on whether a game will be more fun or less fun.
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Now take something completely different - an FPS game without the S part: Portal. When this came out, it was pretty damn revolutionary, and indeed set something of a precedent, despite one not really having been followed (outside of Darksiders). These days, most people wouldn't describe Portal as a First Person Shooter, largely because it helped legitimise its own genre of first person puzzle games, even though such existed even before. However, when it came out, it was very much out of the comfort zone of most FPS players. But it was good.
Contrast this with Mirror's Edge. This game really isn't a First Person Shooter, either. To be honest, I don't know WHAT it was trying to be. However, it pushed FPS players out of their comfort zone, and into a zone that... Frankly, I don't think many were OK with. I know it got critically panned, and I know it ended up quite awkward, as a First Person Parkour game just doesn't flow as well as a third person one, especially when all you see the bulk of the time is a face-full of wall, hence the majority of its problems.
If Modern Warfare was an example of keeping people in their comfort zones, then Portal is an example of getting people to expand their comfort zones and Mirror's Edge is an example of getting people to recoil from the uncomfortable. That, in a nutshell, is what I'm talking about.
P.S. You'll note I didn't mention the Incarnate system in any of the examples above.
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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Agreed with the Star Wars: NGE change.
What made it even more galling was that they had only released another expansion a month or 2 before hand, and then all in one go managed to practically gut out a LOT of the classes of the game, either via combining them, or just flat out removal of the class, and making you something that you didnt want to be. Oh, and just before the release of NGE, SOE had the gall to keep on saying that no major changes were on the way either. |
Interesting sidenote though. NGE is a good example of the game itself changing to try to be more in line with the broader audience's comfort zone. There are very few skill-based MMOs in the market [Eve and someother superhero mmo come to mind].
All said, NGE was a very unique instance due to other factors in play that resulted in a situation that really wasn't beneficial for the players at all.
Let's Dance!
I think you're oversimplifying the situation here. Games are not made for one person. They're made for thousands. And everyone has different comfort zones. So pretty much everything in a game is likely to go outside someone's comfort zone. You mentioned that the market goes outside your comfort zone, but for a lot of people, getting the market added to the game was the best thing that ever happened to it (myself included). It fits right in my comfort zone. And everything is like that.
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Again I keep coming back to Bulletstorm, because it's a perfect example of this. The game is a very decent shooter, but it comes appended with that irritating "skillshot" system and the tagline "kill with skill," which serves to do little more than make the basic act of killing something far more complex and more involving than it needs to be. Is that a good thing? I don't know. What do you want out of a shooter? Do you want to just shoot things dead and not get killed? If so, Bulletstorm is out of your comfort zone. Are you tired of just straight-up semi-cover-based shooters and want a game which challenges you to play in a new and unique way? Then you'll feel differently.
Specifically on the topic of the Market and Inventions, as that keeps getting brought up, it's a bit of a special case. The running mentality is (or at least was) that if you don't like the system and don't feel like going out of your comfort zone to engage in a system you don't like, you don't have to. The problem is that it has become impossible to ask for build advise without writing an essay about why you're not going to use Performance Shifter or Numia's Paizuri or whatever else may be expected of you, and why you don't have multiple hundreds of millions banked on your character. Because this has become expected of people.
As well, as new content is created and people clamour for it to be more difficult, the argument for that is that we're so much stronger now that we have inventions, neglecting the fact that "we" not always are. I'll grant you that to a large extent where the "pressure" to step out of my comfort zone on the subject comes from the players, themselves, rather than from the game's specific direct design, but it's there nonetheless.
To be fair, that's not to say I'm being forced to do something I don't like - I'm not. Far from it. I still play the game as I did before this whole thing, or at least a lot like it, and I still keep away from the system lest I make the game unfun for myself. However, this does beg the question - is it right for people to expect me to step out of my comfort zones and use schoolyard taunts to mock me for choosing not to? Because that's happened. Is it right from a game design standpoint? I don't know. I personally don't like it, but again - I'm biassed. That's why I'm posing this as a question, not giving an answer.
Most players view the purpose of a things like Inventions to be the benefits one achieves by obtaining Inventions themselves. Some (like Sam) have distaste for the various hills the devs have given us to climb before we can obtain those rewards. We don't get deep access these rewards automatically - we have to go out of our way to obtain lots of them, and some people seem to wonder why that has to be. They would prefer that we had to do nothing special and just have these rewards be bestowed on us naturally, for doing other things we did before.
However, I think that this misses the realization that the very process itself of working towards lots of Inventions is actually the goal of the Invention system. The benefits that Inventions bestow are intended to compel players to ascend the hills the devs have placed between us and those rewards. |
That in itself, however, presents a problem, in that the whole system then becomes extraneous if one doesn't enjoy engaging in it. Unlike a bit of content which can be played past and forgotten (say, defeating 100 Overseers) but which would leave you with a reward that outlasts the pain, Inventions really are a gameplay style choice more than anything else. For those whose playstyles fit that regardless, I'm sure this is a great boon, but for those whose playstyles don't work that way, it... Isn't. So then the question becomes - how much should the game do to get me out of my static comfort zone and teach me to like Inventions?
As it turns out, not much, not in this game, for which I'm thankful. But again, not all actual players appear to agree with the game's "if you want" approach, which, again, is where the thread's central question becomes relevant.
When a game forces me out of my comfort zone, I assume that it is trying to teach me something. I like it when games alternate between teaching me skills and asking me to apply them in various situations. When a game on the one hand has nothing more to teach me, or on the other hand asks me to learn more faster than I want to, I lose interest.
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I have to disagree with you almost completely on this point. I don't question what you like and dislike - I respect your preferences. I just want to explain that I really don't share them.
When a game is trying to "teach" me something, it brings to mind your typical Kung Fu movie of the wise teacher trying to instil some humility into his arrogant student, an make him understand that he knows nothing. I'm sure this is true in real life, but coming from a game I chose to play, it usually comes off as patronising. "You don't know how to have fun, young grasshopper. Forget what you've learned and do as I say, and I shall teach you how to have real fun." No, thanks, sensei. I'm pretty sure I already know enough.
Now, that's not to say I won't give a new game or a new addition to an old game a chance, but by the same token, I won't give it endless credit and endless time. If it doesn't catch me before I run out of patience, it doesn't catch me. I don't care if it would have taught me the meaning of life; I'm not putting myself through unfun gameplay with the promise of providence.
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Completely separately, I just thought of something to say on the subject of "providence." I can't speak for anyone else here, but I can divide my experiences of new "things" in two categories: 1) Meh, what is that now? and 2) Holy hell! Why didn't I think of this before?!? In a lot of cases, I don't mind my comfort zone challenged, provided it's being challenged by something which inspires me right off the bat. I'm not sure I can even call it a comfort zone challenge at the point, actually, since it just demonstrates to me that my comfort zone was larger than I was previously aware.
However, that's only with response number 2). With response number 1), my charity is far more quickly drained, as I essentially find myself doing something unpleasant and hoping that it will either end or get better soon. Not only is that not a good experience, but it has the potential to be a remarkably BAD experience once I realise I was barking up the wrong tree all along and said experience will NEVER get any "better," because I was already experiencing the "good" part and just being unable to appreciate it.
Bit of a hijack, but you are aware that the Black Isle guys worked on Fallout: New Vegas, right? It's the same gameplay as FO3 (with a few changes), so that might still be a deterrent, but the story and the setting are very true to the original games.
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I wish I had some insight on the main topic, but other than to point out that 'going out of your comfort zone' and 'keeping at something you don't like until you like it or at least don't mind it' are two different things, I got nothin'.
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The latter, on the other hand, assumes that one either change his tastes or otherwise suppress them for long periods of time. My opinions on the matter have been made clear, so I'll instead say that this is precisely what some people have advocated to me, in pretty much those exact words. Comparisons have been to real-life military service, real-life sports and even real-life martial arts, which tells me some feel quite strongly about it.
If you ask me, there's really no doubt as to the answer of the question. But I'm not an important guy, which is why I don't want to impose my own answer to people, but instead hear people's answers from their own reasoning.
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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Do you pander to your players, trying to guess what they want and provide that, or do you try to push your players in new directions in an attempt to get them to want something else? It's a valid question, and how far in what direction each of us is willing to go is interesting to hear.
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I like the way the devs handled the alpha slot TFs in I19. The Apex TF tried new ground and was successful at opening up many players to the idea that movement had a role in combat. Plenty of players voiced displeasure at the mechanics of Apex, but those players could content themselves with the Tin Mage TF, which was basically a shiny new coat of paint for traditional content.
And so as not to be accused of harping on about Incarnates again, let me bring up a different example: Dino Crisis vs. Dino Crisis 2. The former is somewhat bizarre Resident Evil clone with something of a plot and survival horror gameplay. The latter is - from what little I played of it before I quit in disgust - was an isometric third-person shoot-em-up broken up in stages, timed, scored and very light on plot. Huh?
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ArgharghARGHarghargharghargh!
That alone is worthy of a post! I mean, seriously, that thing was...it... The controls! Dear god, when did people ever think controls like that were ok? "Oh, I need to face this dinosaur tearing my backside off, oh look I need to turn 360 degrees using the left/right button very slowly-" *Dead* Fixed camera angles, clunky movement, terrible targetting, enemies that killed you easily simply because it was so damn hard to react in time thanks to terrible controls...! |
PenanceжTriage
Well, truthfully, by the sound/reading of your post, it sounds like this is a "team" vs "solo" thing. Which, really, for an MMO, I think the fact that it has solo options to allow people to stay in their comfort zone is good enough.
Going into an MMO, one should expect to do some teaming. If they don't need to and don't care to, awesome. But it shouldn't be seen as the game forcing you out of the comfort zone, as people signed onto a MMO. It's multipler for a reason more than using it as a 15 dollar a month play a game solo as you use it as a chatroom. Now, not saying there shouldn't be solo content, but I don't think it should be the expected thing, everything must be equal thing. And of course, if you don't like that aspect, don't play it. I hated RE's controls, so I ended up wasting some money, but I didn't feel like I got ripped off because I wanted to try it. Bit different than buying a game and liking part of it, but not the other part, but it comes to about the same thing. Don't like teaming, don't team. Just don't be silly and complain about the major aspect of the game (teaming) |
You've summed up my take on this very well.
Thelonious Monk
I think the disconnect here is between people that see games as skill challenges (they like being pushed - that's what they're here for, to build skill and overcome more challenges with that growing skill) and those that see them merely as diversions (simply seeking something to pass their time enjoyably with).
Neither side is wrong, but it's unlikely they're going to want the same things out of their games.
I think the disconnect here is between people that see games as skill challenges (they like being pushed - that's what they're here for, to build skill and overcome more challenges with that growing skill) and those that see them merely as diversions (simply seeking something to pass their time enjoyably with).
Neither side is wrong, but it's unlikely they're going to want the same things out of their games. |
One thing I'll note is that there are different types of games for different types of people. (Which is why I don't take nearly as much offense to the comment of "if you don't like the changes you can play another game" as some folks might. However the question then becomes if everyone who doesn't like them quit, what happens to the game in question? See also: SWG NGE)
Chess: I sure as hell expect it to push me and help me build skill, etc.
A beat-em up like Streets of Rage 2: I'll take some challenge to a certain point, but it's still a beat-em up. I'm not playing it to learn about martial arts, i'm playing it to beta the ever living crap out of everyone.
No an even better example:
Street Fighter IV vs. Marvel vs Capcom 3.
In SFIV I'm playing it to be challenged and I'm fine with having to do thumb busting combos to succeed against the computer. In MvC3 no, I'm playing it just to have fun and expect to do fine button mashing. (In fact they recently added a dumbed down mode where you the controls are even simpler). I would not expect either game (nor demand) to dumb down (in SFIV's case) or come up/aka "man up" (MvC3's case) as it were.
I think where games (both mmos and single player) get into trouble is when they start trying to add TOO MANY features that try to cater to everyone. I think this has the potential to be a huge mistake.
There is also from the player's perspective of trying to advocate to turn a game that was one thing into something they like. I think that's fine to advocate as such but at the same time has the potential to alienate everyone who DOESN'T like that new thing.
No game can please everyone who likes every genre. Designers NEED to be careful that what folks expect from their game is what they get, as they add new features. Adding that new feature may attract/retain one or two or 50 new players, but the question has to be asked: Was it worth it alienating those 500 hundred players to get them?
Bringing it back to this game, I think this relates to the problem with the I13 PVP changes.
As I said above how drastic the changes are (and how fast) are also an issue.
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I have to say, and I apologize for any offense in advance because I really don't hate you or anything, but I find this conversation extremely loaded.
*Much not-quite-ranting snipped* |
I think that in this case you read too much into his original question and that you let your apparent annoyance at some previous threads by Sam to color your response to this one.
Take a deep breath, tell yourself that "Not all game design questions come with an agenda" and then re-read the OP with a fresh eye and respond as if it's a comment/question about game design in general and not something complaining about CoX or its developers.
I really don't like being taken out of my comfort zone, be it games, movies, TV, books, social situations, wherever. I like comfortable. If something makes me uncomfortable, I am going to avoid it.
These days I buy and play very few games. I play CoH a lot because I am comfortable with it. I buy games in the Civ series because I am comfortable with it (though CoH eats up all of my gaming time that I don't really ever play Civ). I will play Mario-type games with the kids because I'm comfortable with them. I'll balk at others because at times I simply don't have the mental energy to figure them out (or, to figure them out to the point where they aren't frustrating; one-on-one battles in Metroid are simple enough in concept, but if it is going to take work to not be killed 20-1 playing against my son, I am not going to stick with it k thx).
That's not to say I don't like competition. I like Chess, I like poker, I like strategy games and when I play I want to win. But I need to be in the mood. I need to know what's coming.
Suggestions:
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As I understand it, Black Isle went under and were bought up by... Someone, I forget who. And either way, Fallout: New Vegas isn't a game in Black Isle's iconic style, it's a mission pack for Fallout 3.
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New Vegas bears little in common with Fallout 3 in terms of how alive the game-world feels and how much they give you to do. It's very, very like a number of the Black Isle games of yore story-wise (especially in the way it just sprawls out and throws myriads of weird little mini-quests at you).
Mechanically it's the same, but the story and setting are streets ahead of Fallout 3s curiously sterile efforts (Oblivion has the same issues, it's like being in a world of androids)
Which isn't surprising because quite a few people who worked at Black Isle on Planetscape, Fallout and Fallout 2 now work / run Obsidian (including the CEO).
Which isn't surprising because quite a few people who worked at Black Isle on Planetscape, Fallout and Fallout 2 now work / run Obsidian (including the CEO).
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Anyway, sorry. This is really getting off topic.
De minimis non curat Lex Luthor.
So, my question is this: To what extent do you feel games should insist on forcing us out of our comfort zones? You let me know.
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I also engaged in a Hami Raid for the first time "recently" (within the past couple months). That was one activity that was also out of my comfort zone, yet once I did I found that it was actually enjoyable. And while I understand that the leadership in that particular Hami Raid is what made it run so smoothly, I gained a new respect for the content. I haven't run one since then, but it is now more within my comfort zone then before and I would be willing to run it again.
PvP is also something I avoid like the plague, yet when I built up my Warshade to be my main Badge Character, I had to go in there and run missions and explore. So I decided to PvP a bit while there, and managed to get the 100 Rep badge. That was well outside of my comfort zone, but I found I didn't hate it as much any longer. I still won't participate without incentive, on any character, but it was fun to step out of my comfort zone for the time.
All in all, I suppose I'm the target for these incentives for people to leave their Comfort Zone. And I guess you can partially blame me for the Devs continuing to use these techniques, because they work so well on me.
I think the disconnect here is between people that see games as skill challenges (they like being pushed - that's what they're here for, to build skill and overcome more challenges with that growing skill) and those that see them merely as diversions (simply seeking something to pass their time enjoyably with).
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Designing toward this goal for MMORPGs is an even bigger challenge than in other video game genres because of the variety of playing styles and the necessary richness of a virtual world worth staying in. Aside from a certain 800-lbs. gorilla that has introduced soccer moms to orcs, most MMORPGs tend to try either appealing to certain types of players or offering something for everyone. (CoH probably falls in the latter category, pace pvpers, but the OP evidently feels uncomfortable with being compelled to participate in gated content.) The flip side is, of course, "Please all, and you will please none".
This is something I was getting at, yes, and part of the reason I feel this is a question that should be addressed by the public at large, not just my own reasoning and preferences. Some people do enjoy the "challenge," for lack of a better word, of not existing in a static, knowable world where all problems have been solved, all questions answered and mysteries figured out. They thrive on being taken out of their comfort zones and in so doing find new experiences and overcome new difficulties.
I, myself, am completely the opposite. I've always preferred a static, explored world that I can frolic in and have unassuming fun. That's not to say I'm incapable or unwilling to accept change, but more so to say that any change - even positive such - usually demands a period of adaptation before I can appreciate it, and not all changes end up being necessary. It's kind of the butting of heads between those two viewpoints that I want to look into here, especially cases where one's values get attributed to another. |
Because players like and dislike different things, "comfort zones" aren't bounded by difficulty levels precisely. They are in some cases, where players define their comfort zones by levels of difficulty. But I think most players do not do so strictly.
Should games deliberately remove people from their comfort zones? Well, if they signal up front that they are that kind of game, sure. Just like there are movies that pretty much signal right up front that they are intended to make the audience squirm. That's legitimate when its honest. But it is neither a good thing nor a bad thing. Its a thing, like choosing superheroes or orcs, instancing or shared zones, gear or no gear, leveled or levelless combat. Its just another decision to make in terms of the kind of game you want to make.
However, there is a caveat. There are some things that a good game should do, if it aspires to be a game and not just a past time. *Some* gameplay challenge is embedded in the very definition of a "game." When that coincidentally violates some players' comfort zones, that's unfortunate but also should not impede the progress of the game development. There is a balance between what the players want and what the game developers want to make. If this game decides to be a superhero game and not a fantasy orc and elves game, that's not up to a vote. Similarly, if this game chooses to pick a spot between Sandbox and Fear Factor and decides that's the appropriate challenge spot for the game, then while that is partially negotiable I think at some point the developers of the game have to make a decision and stick with it. Waffling is penalized far more harshly in the long run than almost any disagreeable decision alone.
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I think the best response I have to this is to point out that you're conflating "challenge" with "discomfort" when that's not universally true.
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Should games deliberately remove people from their comfort zones? Well, if they signal up front that they are that kind of game, sure. Just like there are movies that pretty much signal right up front that they are intended to make the audience squirm. That's legitimate when its honest. But it is neither a good thing nor a bad thing. Its a thing, like choosing superheroes or orcs, instancing or shared zones, gear or no gear, leveled or levelless combat. Its just another decision to make in terms of the kind of game you want to make. |
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I think the best response I have to this is to point out that you're conflating "challenge" with "discomfort" when that's not universally true. For example, I don't mind being challenged. Game challenges do not make me uncomfortable, and thus they do not by themselves throw me "out of my comfort zone." My comfort zone doesn't require a lack of challenge. In fact, the total lack of challenge can be itself slightly uncomfortable, because it makes gameplay perceptually more tedious.
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To bring this back to City of Heroes, the game is by far and away not easy (despite what people may claim), but a lot of its difficulty can be overcome once you know how to do so. I have no problem with this kind of challenge, as it's a solvable problem. This is as opposed to something like Quake 3 Arena, where the "challenge" is the skill level of other people which will ALWAYS be a challenge no matter how long you play, especially if you suck - and I do.
In general, when it comes to challenge, I prefer the kind that's "solvable" or "fixable," as it were. By contrast, I had a friend who wanted - in his own words - for every battle to be a boss battle. He wanted to be challenged all the time. It made the times when I teamed with him kind of... Awkward.
Should games deliberately remove people from their comfort zones? Well, if they signal up front that they are that kind of game, sure. Just like there are movies that pretty much signal right up front that they are intended to make the audience squirm. That's legitimate when its honest. |
This is the kind of game that haunts me in my nightmares, and when I see elements that remind me of it, it sends chills down my spine. It's a game that's designed to be uncomfortable, from what I can tell, and this is pretty much the polar opposite of what I want to play.
And yet, Eve Online remains one of the more successful MMOs out there even today, with still a solid player base last I checked, and represents a concept that draws quite a few people to it. Clearly, the prospect of creating an inherently unpleasant, uncomfortable world is still to some people's tastes, hence why I wanted to hear from others about it.
There is a balance between what the players want and what the game developers want to make. If this game decides to be a superhero game and not a fantasy orc and elves game, that's not up to a vote. Similarly, if this game chooses to pick a spot between Sandbox and Fear Factor and decides that's the appropriate challenge spot for the game, then while that is partially negotiable I think at some point the developers of the game have to make a decision and stick with it. Waffling is penalized far more harshly in the long run than almost any disagreeable decision alone. |
To the development team's credit, though, they have historically done well enough to incorporate user feedback into their development cycle, even if it usually takes them a few years to do so. The pot of gold is there at the end of the rainbow for the exceptionally patient.
Though, to be on-topic: I agree with you. A game does indeed need to follow its own design goals, and not constantly waver back and forth trying to guess what its players want, and I'm obligated to say that City of Heroes has occasionally been guilty of that, as evidenced by the list of abandoned features. So, yes, I agree with your assessment.
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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Perhaps it isn't universally true but it might be true for him. "Comfort zone" and "discomfort zone" are inherently personal and like everything we can parse it infinitely. "Being challenged" may be dead center of your comfort zone but it may be the essence of Sam's discomfort zone.
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So there is the potential for a semantic blurring here. If Sam is asking whether games should take us out of our comfort zone as individual players define their comfort zone for themselves that's one question. If Sam is asking whether games should do what it does when it happens to remove Sam himself out of his comfort zone, that's a different question, but not the question I think Sam is ultimately asking.
Also, asking "should games take Samuel_Tow out of his comfort zone" is a much stranger question to put up for discussion. Although EvilGeko would probably say "yes."
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Also, asking "should games take Samuel_Tow out of his comfort zone" is a much stranger question to put up for discussion. Although EvilGeko would probably say "yes."
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Again, though, I apologise for mixing the terms up. My preferences are not very important to the meat of the topic, and I should not have brought them up as prominently as I did.
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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True, true, no game can match all of its players' expectations perfectly, that much is a given. But that's not really what I meant in this case. It's more a general attitude towards... Let's say "getting" its players to expand their playstyles and try out new things.
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This mainly applies to changes made to an already existing game. For a game that's brand new, as long as it delivers what it's advertising, then I'm fine with pretty much anything. If the game takes you outside your comfort zone, then just don't buy it. Not all games are designed for everyone.
Specifically on the topic of the Market and Inventions, as that keeps getting brought up, it's a bit of a special case. The running mentality is (or at least was) that if you don't like the system and don't feel like going out of your comfort zone to engage in a system you don't like, you don't have to. The problem is that it has become impossible to ask for build advise without writing an essay about why you're not going to use Performance Shifter or Numia's Paizuri or whatever else may be expected of you, and why you don't have multiple hundreds of millions banked on your character. Because this has become expected of people.
As well, as new content is created and people clamour for it to be more difficult, the argument for that is that we're so much stronger now that we have inventions, neglecting the fact that "we" not always are. I'll grant you that to a large extent where the "pressure" to step out of my comfort zone on the subject comes from the players, themselves, rather than from the game's specific direct design, but it's there nonetheless. |
To be fair, that's not to say I'm being forced to do something I don't like - I'm not. Far from it. I still play the game as I did before this whole thing, or at least a lot like it, and I still keep away from the system lest I make the game unfun for myself. However, this does beg the question - is it right for people to expect me to step out of my comfort zones and use schoolyard taunts to mock me for choosing not to? Because that's happened. Is it right from a game design standpoint? I don't know. I personally don't like it, but again - I'm biassed. That's why I'm posing this as a question, not giving an answer.
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On the other hand, you can't really blame that on the game design or the developers either. They have no control over what the players do, and that includes pressuring you to use a system that you don't like.
I wish I had some insight on the main topic, but other than to point out that 'going out of your comfort zone' and 'keeping at something you don't like until you like it or at least don't mind it' are two different things, I got nothin'.
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