MMOs are Knitting Clubs

GrindingDuring a discussion with a few game designers at Gameforge we talked about the issue of grinding. Even though it seems contrary to many of the accepted goals of game design it still is a staple of many MMORPGs. Surely the issue of stretching the gameplay duration is “sensible” design from a business point of view when it comes to subscription based games. The longer the game is, the more people will pay. It’s kinda like those ultra-tough arcade games back in the day that just swallowed your quarters. Regardless, we thought, there must be something else there – otherwise people would propably object by now. On the contrary, there are people out there who do enjoy grinding…

So then during this discussion we came up with an important observation I just wanted to share. And that point is that the act of grinding is what enables socialization.

When a game is at it’s best, engaging, enthralling and captivating. When a game gets a player into flow he’s focused on the game. There is little time to talk about other things beside what’s going on in the game. Barking commands and cursing when something goes wrong is mostly all that’s on the player’s mind. However that’s not really conductive to getting to know people.

Grinding on the other hand is pretty much the opposite of the experience described above. It’s repetitive and doesn’t require a lot of mental attention or work. In that sense it is not unlike whittling a piece of wood or knitting something. There is a clear goal involved but there’s not a lot of attention required to get there. This is what causes you to get bored. However just like the actions mentioned above, there can be another effect involved. Unfortunately I don’t know if there’s a psychological term for that but most of you have propably experienced it: It’s when your body is occupied with some routine, menial task that your mind can go on a sort of autopilot and wander. While you’re being “productive” your mind can deal with other things and not worry about what you need or have to do.

Grinding essentially has the same effect. You’re clearly working towards levelling up but bashing some simple mobs does not need a lot of conscious attention. It is then during this state that you have enough psychic attention to communicate with others about… anything really.

So that’s when you have the time to get to know the people you are playing with on a personal level. At least that’s our theory.

Long Exposure Photography


This is a bit of an old topic but something I’ve just stumbled over a few days ago during a presentation. About 10 years back in 2001 Rosemarie Fiore took long exposure photographs of entire game sessions of old arcade games.

These do a great job at capturing the game space described by the movement of the player avatar. You can see a photograph of Tempest to the right but you can see the entirety of the set on her website gallery.

Experiencing Environments PDF Download

I’ve finally held the lecture mentioned in my last post. I was pretty happy with the results and since I wanted to share the slides with my readers I’ve just uploaded them to slideshare. You can download them from there or browse them here.

The slides are released for personal use only copyrighted under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License. If you have questions, need further information or plan to use the presentation for anything other than personal use, please get in touch with me.

Experiencing Environments lecture

For the last couple of weeks I’ve been collecting material and planning my upcoming lecture at the International Film School in Cologne.

Today I’m finally sitting down to really flesh it out and as a little teaser I’ve uploaded the opening image and an introductory slide. As you can see there the lecture is called Experiencing Environments.

It is about level design focuses on the topics of environmental storytelling and player navigation. The latter will mostly be information from my No More Wrong Turns article but the former is mostly new material compiled for this lecture.

Of course, once everything is done, the lecture is held and any possible feedback is incorporated I will upload it here to share with the greater gaming community.

In the meantime enjoy the previews and if you do have any additional material or interesting links on the topic, feel free to send them my way – there’s always room for more!

Dave’s Mapper

There’s a nifty little website out there called Dave’s Mapper. Basically what this web-based tool does is randomly generated classic Dungeons & Dragons style dungeon maps for use in pen and paper role-playing games.

The generation itself is pretty simple as you can propably see: It always uses the same points to connect the different tiles. However there’s quite a bit of content and it’s still growing since creating these “geomorphs” (which is what the tiles they use are called) seems to be a fun hobby for some people.

GDC 2011

Another GDC is coming up and again I’ll be there.

As for the last two times I’ll try to keep this blog at least somewhat up to date on the happenings. Most likely though I won’t be able to write a lot while in San Francisco since GDC is always quite a busy time.

Instead I’ll be focusing on twitter this time since the bite-sized posts should be easier to handle on site. Don’t fear though since I’ll be sure to take enough notes to post lecture reviews afterwards though.