We All Need Someone to Look at Us.

It’s an astute observation, though some of the context of his examples is lost without the rest of the book.

We all need someone to look at us. We can be divided into four categories to the kind of look we wish to live under.

The first category longs for the look of an infinite number of anonymous eyes, in other words for the look of the public. That is the case with the German singer, the American actress, and even the tall, stooped editor with the big chin. He was accustomed to his readers, and when one day the Russians banned his newspaper, he had the feeling that that atmosphere was suddenly a hundred times thinner. Nothing could replace the look of unknown eyes. He thought he would suffocate. Then one day he realized that he was constantly being followed, bugged, and surreptitiously photographed in the street. Suddenly he had anonymous eyes on him and he could breathe again! He began making theatrical speeches to the microphones in his wall. In the police, he had found his lost public.

The second category is made up of people who have a vital need to be looked at by many known eyes. They are the tireless hosts of cocktail parties and dinners. They are happier than the people in the first category, who, when they lose their public, have the feeling that the lights have gone out in the room of their lives. This happens to nearly all of them sooner or later. People in the second category, on the other hand, can always come up with the eyes they need. Marie-Claude and her daughter belong in the second category.

Then there is the third category, the category of people who need to be constantly before the eyes of the person they love. Their situation is as dangerous as the situation of people in the first category. One day the eyes of their beloved will close, and the room will go dark. Tereza and Tomas belong in the third category.

And finally there is the fourth category, the rarest, the category of people who live in the imaginary eyes of those who are not present. They are the dreamers. Franz, for example. He traveled to the borders of Cambodia only for Sabina. As the bus bumped along the Thai road, he could feel her eyes fixed on him in a long stare. — Milan Kundera, The Unbearable Lightness of Being

If You See Something…

Generally speaking, I’m not very political. But the current “If you see something, say something” Homeland Security campaign creeps me the hell out. I can’t help but think about the old Soviet and eastern bloc informant system, which was pretty heinously evil.

As a social phenomenon anonymous letters were a frequent occurrence in the USSR during the period of mass political terror. These were the years when physical destruction of the opposition and prosecutions of “enemies of the people” helped Stalin consolidate his dictatorship. Bloody “purges” accompanied by constant appeals for “vigilance” and the eradication of complacency in the struggle against wreckers (saboteurs), spies, and “internal” counterrevolution created through the entire country an atmosphere of mistrust and suspicion. Many Soviet Citizens in constant turmoil over the threat to their freedom and their lives, turned to informing as a means of self-preservation by proving their “reliability.” They were no more amoral in their attitude toward society than society was toward them. Informing was then extolled as a “moral duty” of the Soviet ctiizen.

Anonymous letters were written not only by those who retained their belief in the rectitude and infallibility of communist ideals but also by those who, by victimizing as many others as possible, hoped to stay safe; and by those who were seeking revenge against personal enemies among their acquaintances and colleagues. Zemtsov, Ilya. Encyclopedia of Soviet Life, pp13-14.

Casual Games is a Misnomer

There’s been a lot of discussion of the expanding “casual games” market for a while now, and frankly I think the term is causing some serious confusion because it’s not really a useful title. It’s not grossly inaccurate, it’s just not useful. We talk about games like Farmville being a casual game, because the mechanics of the game are relatively simple. The structural rules of the game are simple, but where it falls down as being “casual” is that the social rules, the “meta” rules of the game are more complex. There is a social give-and-take of desiring help from others, but also (hopefully) wanting to avoid annoying friends and relatives around you by flooding them with requests. People try to push those boundaries, though, to achieve more, to gain mastery of the game. The drive for achievement provokes a more “hardcore” approach to the game. The gameplay may be casual, but the intensity of play is more hardcore. The truly casual gamer doesn’t stick with it, because excelling requires more commitment than they are willing to give.

It would probably help at this point to define some terms and concepts, for the sake of clarity and communication.

  1. Play intensity: the level of investment of time, energy, and resources needed to achieve mastery of the game.
  2. Game mastery: the exact form mastery may take depends on the type of game, but generally involves a combination of implicit or explicit knowledge of how the game works that allows for maximizing the results of time spent playing. Maybe it will involve knowing every detail of a map and where and how players tend to play it; maybe it will involve having learned every skill combo in a game and developed the muscle memory to do each precisely and quickly.
  3. Investment threshold: the limit to how much time, energy, and resources a person is willing to invest in a given task. This varies from person to person and task to task, and is the crux of the difference between a “casual” and “hardcore” gamer.

I am fundamentally a casual gamer. Considering I write a game-related blog, wrote two theses related to game development, and work in QA in the game industry, I suppose some might think this is inaccurate, but hear me out. “Casual” gaming isn’t about the quantity of game time, nor the quality of play; it’s about the approach to gameplay. Put simply, I’m not really invested in mastery of most games. I will totally try to complete the game, find as many secrets and bonus content and other goodies as I can, but when doing so requires ludological mastery and precision, I usually walk away from that content (and sometimes the game). I’m not mad about it (more on that in a moment), at most a little disappointed that I didn’t/couldn’t get whatever it was I was trying to do. An unspoken threshold of skill investment was exceeded. If “good enough” isn’t enough, then I’m done. That, to me, is the distinction of a casual gamer.

Think about hardcore gaming, and the concept of the ragequit. It’s a valid, if undesired, reaction to being placed in what is perceived as “unfair” conditions without clear methods for correction, and isn’t new — think about the trope of “taking your ball and going home.” But what, exactly, is unfair about it? The game itself ostensibly has immutable rulesets (short of hacks), and if the game designers did their job balancing the game well, then neither side has undue advantage over the other mechanically. The difference comes down to the players themselves and what level of mastery they’ve invested. In a ragequit situation, there’s generally at least one player who has a relatively high level of mastery of the game — they’ve invested the time and energy in understanding the mechanics of the game, and how to maximize their use of those mechanics in their favor. When you then pair them with someone who has the desire for mastery, but either hasn’t had the time needed to invest, or the capacity for the necessary skills to compete, the mismatch results in a ragequit. A casual player may try to play, decide they don’t want to have to invest days or weeks into gaining mastery, and walk away. The behavior of the other players may have been exactly the same, but the likelihood of a ragequit is less, since the casual player isn’t as invested in the game.

Different games can have different requirements for game mastery, and still have both fall under the aegis of a casual or casual-friendly game. A more distinct delineation is to establish the play intensity of the game: examine the amount of investment in game mastery that is necessary to continue to move forward in the game. If there is little room for players who haven’t invested as many resources into mastery of the game (e.g. they didn’t spend hours playing the same zone or area, learning all its quirks and best solutions to the challenges it poses), then that game will only be attractive to players with a high investment threshold, i.e. it isn’t a casual game, no matter how simple the interface is, no matter how complex the game mechanics are.

Now, what really fascinates me are the games that find ways to straddle the line. While some consider World of Warcraft a hardcore game, I consider it a casual game: the requirements for game knowledge and expertise in order to proceed is relatively low — you can play without investing significant time in HOW to play (gaining mastery instead of moving forward in the game). But I tend to be an altaholic. If I were to try and get into raiding and high level instances (what’s considered the “end game”), I’m quite positive my perception of the game would shift to considering it a more “hardcore” game — to raid effectively, from all accounts, requires a more in-depth understanding of the mechanics of the game, as well as specific details of the instances themselves.

So, with all this in mind, the question I find myself asking is: are these sorts of casual gamers worth accounting for? We’re a pretty fickle lot; happy to drop a game if it’s no longer satisfying, and probably won’t even use some of your mini-games or features. My vote is: yes, they should be accounted for when designing games. A game can still be layered and complex; it can still reward greater mastery, and encourage high intensity play; it can still penalize errors and poor play. BUT, the complexity and greater mastery should enhance the player experience, not hinder it. Give a broad range of allowable game mastery and play intensity, and let the player decide their own level of involvement.