Breaking Open the Black Box

The Secrets and Stories of Game Design

Pages

  • Game Design Lessons
  • Learning From My Past
  • Post-Mortems
  • Who am I?
Follow @Xelnath [mc4wp_form]

Powered by Genesis

Archives for 2012.09.15

Negative Reinforcement

2012.09.15 by Xelnath

The other side of satisfaction is dissatisfaction. It can be a useful tool.  “Now, Alex, why on earth would you ever want players to be dissatisfied with your game? Isn’t that defeating the whole point of a game? Games should make people happy!”

Actually, that’s completely wrong. Games that only make people happy have a short lifespan. Eventually, the amount of positive stimulus you have to give the player eventually exceeds the production capabilities of your game. Bayonetta is a wonderful example of this.

I greatly enjoyed Bayonetta. However, the game grew linearly in both difficulty and epicness. The reaction times required to beat each incoming boss also increased.  The result was that my hands were seized up in painful cramps that forced me to regularly put the game down. Furthermore, the story events that took place in the game keep accelerating into absurdity. Youtube “Bayonetta Final Boss” if you don’t care about spoilers.

Useful Uses for Negative Reinforcement

If you consider the pacing the macro level of a game, dungeon or encounter, you don’t want players to be going balls-to-the-wall nonstop for the entire experience. To cater to their human nature, you want luls, breaks and breathing periods between moments of intensity. Players, however will continue to naturally seek higher and higher levels of intensity until they breakdown from exhaustion. 
You need to give them a hint that pushing forward harder is wrong. 
The first use of negative reinforcement that came to mind for me was attacking the walls in Legend of Zelda: A Link to the Past. Early into the game, you learn that bombs can destroy walls. 
Some walls have obvious cracks which indicate they can be destroyed. Other walls cannot.  To reinforce this, when you stab cracked walls with your sword, the wall makes a hollow noise. However, if you stab an indestructible wall, it makes a high pitched, unpleasant tinging noise. 
This generally discourages you from stabbing walls randomly to check for hollow spots but allows you to confirm you suspicions of a cracked wall without randomly spraying bombs everywhere.  
That unpleasant tinging sound carried over into other places.  When you fight bosses in the game, the same sound is used to indicate you are attacking him or her in the wrong way.  
This negatively reinforced sound thus shifted from an exploration tool to a boss fight feedback mechanic.  In general, Nintendo games are filled with these kinds of small polish point, which dramatically help players learn the boundaries of the game faster.
Dragon’s Dogma similarly uses cheap deflecting noises and not the deep, visceral sounding wound audio effects when you’re attacking a boss in a non-weak spot. 

Higher Level Uses for Negative Reinforcement

Early on in WoW’s development, the design team wanted to penalize players who spent a lot of time grinding in the game and ignored the story-based nature of the questing. Similarly, there was a strong desire for players to not play endlessly. 
This lead to several systems. The first, was the rested system, where players eventually got 50% of the experience they would normally gain through killing monsters.  The hope was that players would be encouraged to do quests (which were decoupled from the rest system) and stop the endless camping of Owlkin in Winterspring. (I am looking at you, Zaibach)
The next system was the introduction of durability. Early on, without a durability system, players would zerg difficult camps of monsters endlessly, exhausting themselves, frequently getting frustrated and eventually giving up out of rage instead of looking for a different objective.  Bosses in dungeons were regularly kited to the entrance of the dungeon, where players would zone in, suicide on the boss, then corpse run back repeatedly. 
Durability made that strategy expensive, added an upper limit to the effectiveness of that strategy and generally served to be a very cheap death penalty.  Keep in mind that in this era, death penalties frequently consisted of XP and level losses.
Over time, durability became an increasingly smaller penalty, as repair bots, vendor mounts and geeves became prolific. The psychological effect remains in place – with many players leaving groups and quitting after a long series of wipes.

Negative Reinforcement can Backfire

You need to be very careful where you  use negative reinforcement. In small, well-placed doses, it is highly effective.  Used too often, players feel like their freedom is restricted. Too harsh and players feel punished for honest mistakes.  Too visible and players will constantly rally for its removal. 
Players hated the original rested system, complaining it did all of the above.  Some design teams would have panicked and removed the system. However, resistance to an idea doesn’t always mean the idea is wrong. Instead, they rebuilt the system to give a 100% bonus while rested, rather than a 50% penalty while exhausted.  
This lead to the blizzard catch phrase “Make it a Bonus”.  Generally, the concept of taking a systemic penalty, baking it into the system, then periodically granting players the ability to bypass that penalty.  It’s a rather ingenious philosophy.

The LFG/LFR/LFD systems all use it – granting you a ton of rewards for the first completion of a dungeon, raid or battleground. Then far smaller rewards for continuing to play.

Filed Under: Uncategorized

Archives

  • August 2022
  • July 2019
  • October 2018
  • May 2018
  • February 2018
  • June 2017
  • February 2017
  • November 2016
  • September 2016
  • August 2016
  • May 2016
  • March 2016
  • December 2015
  • September 2015
  • August 2015
  • February 2015
  • January 2015
  • November 2014
  • October 2014
  • September 2014
  • July 2014
  • June 2014
  • January 2014
  • October 2013
  • September 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • January 2012
  • September 1816