Wednesday, November 17, 2010

The limitations of our measurement of success

I have not yet had time to log in to see phase four of the elemental invasion, but something else has captured my attention lately; namely, a comment on MMO-Champion's post about phase four of the elemental invasion starting. 'Tis but a simple comment, but the implications it had for my reflections were many:

any FoS for killing them, tabard, etc? if not what the point?

Larisa of Pink Pigtail Inn wasn't pleased upon reading such a comment, for she saw it as a sign that WoW has become nothing more than a game where we play just for the stimuli, for the objective rewards. I have talked about the differences between playing for objective rewards and playing for subjective rewards before, but in that post, I didn't realize the implications of said differences. This comment, though, has made me realize just what those implications are: which rewards we play for changes how we measure our success, and how we measure our success changes how we play.

Success might not be the best word to describe what I am writing about; productivity might describe it better, for I am talking about the general sensation that our play has been fruitful, that some good came out of it. For someone focused on objective rewards, successful play might be defined by the gear he gets or the rank he achieves in arenas or the pets he collects. For someone focused on the more subjective aspects of play, successful play might be defined by whether he had fun or how deeply he was able to immerse himself in his playing or how much of the story of WoW he was able to experience. For someone like our MMO-Champion commenter above, it appears that fruitful play is defined by some sort of tangible reminder of his actions; it seems he cannot be satisfied with his experiences in-game if there is not some visible indicator of what he has done, and thus those objective rewards are his measure of success.

As tempting as it might be to claim that it is somehow better to play for those subjective rewards than to play for objective rewards, both motivators have their drawbacks. Someone who plays for objective rewards will miss out on content that they might otherwise enjoy if that content doesn't give them some sort of tangible reward, and they might continue to play content they don't enjoy for the sake of those tangible rewards. Still, even in that latter case, at least they find the acquisition of those rewards fun, even if they don't find the process enjoyable, and considering how many parts of this game do give some sort of objective reward, it's rare that someone motivated by objective rewards won't find something in an experience to convince them to play. Phase 4 of the elemental invasion just happens to be one of those rare cases.

But what drawbacks could there be to playing for subjective rewards? Self-limitation. Someone who plays the game to have fun, for example, might avoid parts of the game he doesn't think he'll find fun. He might avoid PvP because he enjoys the relaxed pace of questing, potentially missing out on something that he'd find quite enjoyable if he just gave it a try. Someone who plays for deep immersion might not go back and do old quests because he feels that killing enemies easily kills the immersion for him, when he might enjoy the lore he discovers by doing those quests he skipped while leveling. Someone who plays for the lore might skip out on raiding because he doesn't find it to be very story-heavy compared to other parts of the game, which prevents him from seeing the evolving lore to be found in raids and from experiencing a part of the game he might enjoy if he gave it a shot. In all those cases, it is the player himself that is responsible for his measure of success limiting how much he can enjoy the game, and it is the assumptions he makes that hold him back.

From this perspective, whether playing for one kind of reward is better than playing for the other kind depends on whether you think it is better to be limited by the game's design or by your own inhibitions. Now, if players didn't have hesitation about getting into a part of the game they haven't tried yet, then playing for subjective rewards would be the best way to go, without a doubt. But players are human, and one of the many flaws some people have is an unwillingness to go outside of their comfort zone, to try new things that they don't know for a fact will give them satisfaction. For someone like this, it could be better to be motivated by the objective rewards of the game. Sure, it means they can't overcome the limitations on what they play by willpower alone, as someone limited by their own assumptions might be able to, but there are enough objective rewards within the game to motivate someone to try something they might not try otherwise. So, though our intrepid commenter up there might not have wanted to partake in phase four of the elemental invasion because it didn't give him any objective rewards like feats of strength or a tabard, perhaps those rewards have motivated him to try other parts of the game he might not have tried otherwise. Is that so bad?

Now, again, in an ideal world, players would be willing to try all parts of the game, regardless of the objective rewards they receive for doing so and regardless of their own reservations about trying something that they don't think will be fun for them. But again, we don't live in an ideal world, and humans are flawed, and though the two situations I have presented here (avoiding parts of the game without objective rewards and avoid parts of the game that won't reward you with the subjective reward you seek) represent only two possibilities in a sea of ways to WoW, all I mean to say is that given the choice between the two of them, playing for objective rewards doesn't seem as bad as people make it out to be, for it might motivate you to try more parts of the game that playing for subjective rewards might. Whether playing for subjective rewards will allow you to have more fun, though... well, the jury is out on that one.

2 comments:

  1. I had to smile at this section:

    Someone who plays for the lore might skip out on raiding because he doesn't find it to be very story-heavy compared to other parts of the game, which prevents him from seeing the evolving lore to be found in raids and from experiencing a part of the game he might enjoy if he gave it a shot.

    I actually got into raiding because of the lore. While floundering around about a third of the way through BC and trying to find a reason to stay interested in the game I started reading about Illidan and Vashj and Kael and Sargeras and KJ and the Scourge and the Burning Legion and what happened on Dreanor to make it become Outland and all that (I never played WC3...comp couldn't handle it at the time) and I was just like...holy crap! I have to get in on this! All this stuff is going on in raids? Where do I get started?

    And it's all gone downhill from there... ;-)

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  2. I recall at the end of BC obtaining the Tabard of the Argent Dawn and receiving a Haunted Memento. I still wear that tabard, and I'm never without the Haunted Memento...they are possibly my two favorite in-game items.

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