Video Games Should Be Pointless

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Saturday, July 17, 2010

Editor's note: Jazz has an interesting theory, but I'm not sure if I can give up my number-crunching, hyper-analytical ways. The problem I have is that even if I don't see the numbers right away, I know underlying systems are at work, and that makes me want to uncover and understand them as much as possible. Maybe I'm just too much of a math geek. What do you think about his idea? -Jay


A key factor of most video games is immersion. The act of dropping in to a virtual world full of magic, wonder, or danger is made richer and more seducing when we believe that the world is real. I can't help but notice that the majority of games these days incorporate a characteristic that is 100% counterproductive to immersing a player: point systems.

Easy to get lost in all those numbers. Doesn't help when thats in a game.

No matter how realistic a game manages to be in terms of graphics and sound, or how compelling of a plot it has, the sense of immersion is shattered when numeric systems come into play. If I crush a spider in the kitchen, a life bar isn't drained away, and I don't receive experience points for such actions. Why should my MMO character? Trust me, I know games aren't supposed to be a carbon copy of real life. Yes, I enjoy dreaming that I can shoot fire from my eye balls, but I'm afraid numbers telling me the strength of aforementioned eye-fire aren't part of that dream. 

 

Doctor Benjamin Donner describes the appeal of point systems in the latest print edition of EGM magazine. They oftentimes "elicit a stronger emotional response" as an "immediate and tangible... marker of growth." First, points give you a sense of purpose when they determine what you need to work towards. Then, you gain a sense of success when you complete these tasks. A "plus five" to your strength and hit points is a way of saying, "You did good, kid. Now you're stronger." Most games seem to be designed as though there were no other way to make a character's progression realized. 

When Mario dominates the screen you know damn well he is more powerful.The way to make growth evident, while promoting immersion, is to provide a visual representation of your character's progress. Instead of reading "plus five strength," a character model grows and becomes more toned. A piece of armor won't grant "plus 3 defense" but it will be noticeably thicker or obviously made of harder or more advanced materials. An item's effect or character's affect would be deduced based on visual cues. This method would not only apply to physical stats: magical and mental abilities could simply grow more useful and powerful (In real life we don't notice minute changes to things such as skills, anyways.)

These methods aren't completely unheard of thanks to series that visually display moral change. Sure, the majority of these games do this in accompaniment to numerical notifications, but it is a step in the right direction. Fable 3 will supposedly sidestep moral notifications all together by presenting such change on your character's constantly evolving weapons. Maybe, if that feature of the game proves popular enough, it will become commonplace in games of the genre. From there, game design would hopefully lean towards a stat-less school of thought.  

While I would be more than overjoyed seeing such a standard in video games ASAP, I doubt such a thing will happen in the immediate future. This is because our society is heavily reliant upon, and laden with, stats. Sports teams, the stock market, and class rankings are all number based systems. Once every 365 days each one of us "levels up," and money could easily be seen as experience points. Hmm. I think this might be less of a problem with video games and more of a problem with society.

I welcome the day that such design is implemented in games, what about you? 


Please post your opinions of my game design theory in the comments. 

You can find more of my writing at:

Kombo.com- My review of Monsters (Probably) Stole My Princess that just went up. Read it here.

1UP.com- Created a new profile page. I'm in need of friend request so shoot me one. Just include a message and mention Bitmob.

Happy gaming!

 
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Comments (9)
Pshades-s
July 15, 2010

I don't know, I really liked watching the numbers fly as I shot my way through Borderlands. They were more entertaining for me than any graphic death animation.

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July 15, 2010

@Daniel: I can admit that there are times when I care more about hearing the 'Ping!' in Killzone 2 than I do about immersion. 

Picture_002
July 16, 2010

I feel it's all on a game by game basis. What works for one game isn't necessarily fitting or a good thing for another. I loved how games like Dead Space and Ghostbusters handles certain aspects of clearing up the HUD, even if Dead Space still couldn't completely rid of numbers for ammo managing purposes.  But there are games in which I want that information there. In a non-obstrusive manner, surely, but there are games, certain RPGs for example, where numbers are very much part of the strategy. Elements of Final Fantasy XII's Gambit system for example probably don't translate very well in a game where we're killing off the importance of those numbers.

So while I like the idea, I really only care for it in situations where it fits. I'd slow down a little before proposing to make a standard out of an idea that's not necessarily a glove for all.

Me04
July 17, 2010

An interesting idea, but a one size fits all approach isn't the way forward. Some games benefit from stats, points and numbers, whilst some will almost certainly be more immersive experiences if they weren't there.

Still, the fact of the matter is that maths, stats and points will always go on under the hood. Even a thicker piece of armour will have statistics underneath it that lets the game engine know one piece is stronger than the other. That's just the way computers work.

The joy of gaming is having all these different forms of presentation. When we start saying one way is the only way forward, as many champions of certain gameplay styles have a propensity to do, we enter the realm of checklist design. That's not healthy.

Just imagine Lumines without points, because not having points is the de jure thing right now. Oh the horror!

Edit: Just noticed that my comment is pretty much a flabby version of what Gerren just said. So... I agree with what you said, Gerren!

Default_picture
July 17, 2010

Good points made, Jazz. This makes me think of Skate. I probably spent about a hundred hours in freeskate, with the HUD completely off. It always irks me when games give a point system to something that doesn't need it (in this case, skateboarding) and it bothered me that the single player utilized it so heavily. If I want my photo in the game to be of a frontside flip, the game should let me do that, instead of making me tack on more tricks so I can get the point value for the required goal.

Default_picture
July 17, 2010

@Chris: I've started to think about this more as a way that certain games should be designed, not all of them. 

@Michael: Skate is the perfect example of what I mean. An other thing that fits my vision is some thing like Heavy Rain. The game isn't reliant upon points what-so-ever.

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July 18, 2010

I completely agree with Gerren. Even if you narrow it down to a single genre, I think there's plenty of room for versatility.

Dcswirlonly_bigger
July 19, 2010

I would definitely like to see things like morality points and such go away in games that use those systems. I still want those systems to be there, but I want them to be transparent or invisible. I want to see the results of my actions play out in the environment and consequences.

That said, a lot of games just feel more fun and gratifying when points are there. You said that immersion is a key factor in most games. I think "some" would be a more accurate word. A lot of games don't mind letting you know that you are playing a game - because they don't really want to be experiences but just games.

You will never be immersed into the actual world of a Street Fighter game. You play it becuase you want to get combos and pull off super moves just right while counting frames. Team Fortress 2 deliberately shies away from a realistic presentation and becomes HUD-heavy because it knows that a multiplayer shooter has little-to-know chance of being "immersive" or "realistic" from the get-go.

Default_picture
July 19, 2010

I've had two jobs as reps for different companies. They were identical in every way except one: one job required actually selling product. Both jobs required securing space, educating staff, merchandising, travel, appointments, etc. The problem was that one job could be quantified adn the other couldn't. I, and my bosses, would know how I was doing at the sales job by looking at sales. But how do you get a performance review on a job where there is nothing quantifyable? Games are like that where some games give you a sense of accomplishment while other games just have you "doing stuff." I do think Halo would be really weird if you had to play through it, trying to beat your best melee combo score or something.

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