Okay, so
last week, while I was writing up my discussion on the goods, bads, and
confusing elements of Dark Souls 2, I touched a little bit on my belief that
the game was actually trying to engage in some psychological warfare. I intend to go into that here, because, for
what the game is trying to do, I think this type of mind game is actually
pretty amazing. Before we do, though,
there are probably a few questions people might have about psychological
warfare with games that need to be addressed first.
Yep, we're gonna be talkin about you today, Hearthstone...you and your MIIIIIIIND GAMEEEEESSSS |
Psychological
warfare in a video game does not mean a psychological thriller, necessarily,
like Silent Hill 2. While there can be
elements of psych warfare in that type of game, Silent Hill 2 and many games
with a psychological bend are more interested on looking at the character
they've given to the player and exploring their development in a nonlinear
manner, showing their strengths, weaknesses, and growth through their actions
and the world around them. No, when I
talk psych warfare, I am referring to when games perform something that does
not affect story or the world they are in, but which elicit a particular
response from a player that is contrary to what they know or believe the way
things should be done.
Psychological thrillers and psychological torment is not the same as psychological warfare. |
Free to
play games are probably the ones people might know best for psych warfare. Free to play games operate under the idea
that, a player goes into the game knowing full well that they DO NOT want to
pay for it. They want to get the maximum
enjoyment out of the game as possible without having to spend a dime. However, the way the game is built, it makes
the game easier and ultimately more enjoyable if you will actually pay. The game gives you the option to do what you
believe is correct, but ultimately is trying to drive you towards something you
don't want to do. Hearthstone is a good
example of this because it is subtle...it's not in your face about it. It puts a 100 gold win cap per day on
individual players, so they can't win more than 100 gold from matches per day,
and gives them quests every day to win gold, which they can use to buy new
cards or participate in the game's arena mode, for free. However, 100 gold a day buys you one, count
them, ONE pack of cards. The Hearthstone
store allows you to buy up to 40 at once...provided you are willing to pay real
world money. So, for a starting out
player, who gets trounced by the guys wielding expensive cards...this is a real
temptation. It defines pay to win and
wants to goad the players into spending, even though in their mind, they know
that's not what they want to do. This is
psychological warfare. It is trying to
elicit an action from players contrary to what they might do in normal
circumstances. It aims to mess with your
mind.
Behold the Hearthstone Store. Funny how all the boosters above one cost real world money, huh? |
Now, free
to play games are inherently at war with a player and that is our choice, if we
agree to play them. I deal with
Hearthstone's frustrations and the psychological warfare because I like it and
that is my choice. However, like any
great power, psych warfare can be easily abused. Jim Sterling coined the term "fee to
play" where a player pays a fee to buy a game, sometimes as much as 60
dollars, and then have the option of performing microtransactions and paying
the game to give them more content that is behind a pay wall right off the bat. This style of game tends to harass players
into spending money rather than giving them the option. It can never force them to, but it teases
them, while still requiring them to pay, and this type of psychological warfare
is pretty devious, because it tries to squeeze as much money from a single
player as possible without enhancing the experience. In truth, fee to play games are the worst
kind of psych warfare because while free to play allow a richer experience if
you are willing to put down a little money, fee to play negates much of your
hard work, because you are paying to make a game you've already paid for easier
and shorter.
Paying to make a game that you've already paid for easier and shorter...just seems kinda counter intuitive, doesn't it? Or is that just me? |
With that
outline on the basics and the negatives of how psych warfare works in gaming,
let me move onto the meat of this discussion.
How psych warfare in a video game can actually be used to enhance the
experience. I'll start with a baseline
example, then move into Dark Souls 2, as I think it's pretty amazing what
they've done there.
I find that
most old school JRPGs invoke just a little bit of psych warfare, so let's start
with them. Final Fantasy 5 has an area
called Gil Turtle's cave, where you fight an INSANELY tough monster called Gil Turtle
every few steps in a long, straight, one square corridor that there's no way to
go around. Now, you don't have to do
this. The area is completely
optional. However, what's interesting
about it is that the game keeps the camera pulled just far enough back that you
can't see the end of the corridor from the overhead view. You don't know if there's treasure in there,
or if there's nothing at all. However,
there's this compulsion to know, since this cave is right next to one of the
big cities we've been using as a base for the last few hours. More than that, in JRPGs there's this knowledge
that if you fight a boss, you will ultimately get a powerful reward. So, players might waste time dying against
the Gil Turtle monster or spend a lot of money trying to get equipment specially
made to beat it or devote time to leveling up skills they think might
help. Even though in the back of their
mind, they know they ought to either move on and come back later, or just
ignore it, since they're not strong enough or what have you. The game teases you with possibilities of
what is hidden and so we persevere and find...nothing but money. And not even that much money to begin
with. Frustrating, perhaps, but we did
this to ourselves. Final Fantasy 5
goaded us into the cave and into fighting Gil Turtle, sometimes as many as a dozen
times for the very unlucky, just for money, but we're ultimately the ones who
gave into it. However, let's look at
this from the other perspective. I just
gave you an example of how good psych warfare makes a game frustrating, but
from a separate perspective, it can also force players to get better and start
thinking more strategically. For
example, some players discovered that Gil Turtle was an undead and took damage
from the bard spell requiem and holy magic, making the battle much easier if
you have those who can cast it. Also it
was discovered that Gil Turtle largely uses physical attacks, so if you have a
knight protecting players, or a spell that gives them evasion, it's doable
without much risk. However, no matter
which perspective you take, you have to admit that your experience was
drastically changed by the game's use of psych warfare. Maybe it made you a better player, maybe it
gave you a feeling of accomplishment for beating a hard boss...maybe it just
taught you not to be so obsessed with treasure that you risk your own
life...either way, it created a unique experience for you.
Get used to this screen...it's gonna happen A LOT. |
That, I
believe is the power of psychological warfare in gaming. It can alter how we decide to play games and
give us a unique experience. Heroes of
Might and Magic does this in a very simplistic way, putting a large stack of
enemies in between a player and great riches.
They know they probably won't beat the enemies at their current level,
so they focus on building an army to get the riches...only to have their
opponents take them apart because they were focusing on the monsters guarding
the treasure instead of their true enemies.
It's a way of messing with the player, and possibly teaching them a few
harsh lessons. Either way, it alters the
way we play games based on our own weaknesses as humans(greed makes us want
treasure, curiosity makes us explore areas we shouldn't just yet, impatience
makes us play sloppy, etc.) and ultimately changes how we experience a game.
That demon is guarding sooo much treasure...if only I had a dimension door... |
Now, I want
everyone to understand that what I am about to say is purely speculation on the
part of Dark Souls 2. I don't know if
this is the case, but I believe it to be so based on the game design. Alright.
Now, in Dark Souls 2, you have a hub town. This is where you level up, this is where you
strengthen your recovery items, this is where you upgrade and buy items and
weapons, this is where you are safe.
Problem. You have to warp back to
it for any of this, and that takes you out of combat, breaks the flow of the
game, and puts you behind a loading screen.
I heard many players during the beta talking about how it was an issue
for them. About how the original Dark
Souls allowed them to repair items at a bonfire, level up at a bonfire, improve
recovery items at a bonfire, all taking only a minute or so and just like that,
they were back in combat. This new
system seemed frustrating and baffling and I felt the same way...at first. However, I realized after several painful
deaths involving the loss of over a hundred thousand souls(the in game currency
and experience points), that the game was messing with me. You see, all those benefits to the hub
town? They're supposed to be
inconvenient to get back to. Not so
inconvenient as to make the game frustrating, but juuuuuuussssttttt
inconvenient enough that you don't want to go back to them from the middle of
battle, even though you KNOW you should.
This is where the psychological warfare comes in.
Quaint little town, isn't it...it's a trick! |
In the
original Dark Souls, one of the rules of gameplay was to spend your souls as
soon as you got them, level up often, never wait, because death was right
around the corner. However, that mantra
changes a little bit when you're taken out of combat and put behind load
screens, short as they may be, because it's no longer easy to spend souls
quickly and efficiently. You have to warp back to your home town of
Majula, talk to the Emerald Herald NPC, talk to others to see if they have new
wares in or to fix items, it completely takes you out of the "YEAH, I AM
KICKING ASS" mentality for players doing well or the "MUST GET SOULS BACK/MUST
GET REVENGE" mentality of players doing poorly. And most players don't want to lose that
mentality. They're having fun, so they
don't want to stop, even though, in their mind, they know they really should,
because they're carrying a lot of souls they could use to level up or
buy/improve items. And this...this is
where the game gets diabolical. I
believe that the hub town and the NPC who you have to level up with were all
intentional. The developers were trying
to wage psychological war with players to try and get them to act recklessly,
because everything in Dark Souls 2 is surmountable if you are careful or if
you're open to experimentation. However,
neither of those is conducive to the fast pace of an action game or the
impatience of many players. So, they get
sloppy and die. And when they die, they
lose A LOT of souls. Why? Because it was just a little too inconvenient
to go back to Majula and spend them.
You'll stay by our side until hope withers, eh? We shouldn't take your words lightly, Emerald Herald. |
In many
ways, this is a better difficulty scaler than anything. You see, the game is only hard if you're
reckless. If you don't spend souls as
soon as you know you have enough.
Because you'll lose them. Samuel
Vimes in Terry Pratchet's "Night Watch" once said, "I have to
get lucky all the time. They only have
to get lucky once," in regards to people trying to assassinate him. The same mentality applies here. You have to keep being lucky, because no
matter how skilled a player, eventually there will be a mistake. The enemies only have to get lucky once...and
that's devious, because it lets you know the status quo...that all your assets
are in this hub town...but then encourages you to ignore it at your own peril.
You're wise beyond your years, Sir Samuel. |
Even the
rewards for the game encourage this to an extent that is rather shocking. There are two items in Dark Souls 2 that are
based around this same principal of making the players go against what they
know is proper. Illusory Ring of the
Conqueror is awarded to players who beat the game without dying. Illusory Ring of the Exalted is awarded to
players who beat the game without using a bonfire. Now, dying to experiment with different play
styles or strategies and using the bonfire to heal and warp are cornerstones of
Dark Souls 2...and encouraging players to get these rings by ignoring them is
playing a bit of mind games with them.
You can only get these rings if you go against the game design and
against convenience, as the inability to use a bonfire, for example, means you
cannot warp or repair items and have to walk everywhere and deal with broken
weapons at a regular basis. It also
means you cannot easily get rid of your souls via leveling up. Yet, the game encourages players to try
this...it is setting them up for failure, but it is a failure that they
themselves could easily stop if they just did what they knew was the right
choice. And these rings? They only make the item you're holding in
each hand invisible. Useful for PvP
perhaps, but hardly worth the effort.
Yet some players are already working towards them. This is what leads me to believe the game is
messing with players. It is more
difficult than the original Dark Souls, but only if you let it get to you. Let it get into your head and ignore the
warnings. This is psychological warfare.
I hope the ring was worth all the psychological warfare you subjected yourself to. |
Now, there
are plenty of examples of varying degrees of psych warfare at play in the games
industry. I've only scratched the
surface. There are plenty of ways to
mess with someone's mind. Conditioning,
for example. In Pandora's Tower, you
grow closer to Elena because the game conditions you to, with the relationship
meter and the fact that she will do things for the player if they talk with
her. She can improve your items, give
you buffs or healing tools, or many other things. However, if you just want to play the game,
she's a bit of a barrier, as you need to talk with her regularly...however the
game is trying to convince you she is not a barrier and condition you to like
her. This happens, A LOT with
games. Some do it well, and I do believe
Pandora's Tower does it well, others, like Final Fantasy 13, do it poorly and
just make the character an annoying anchor around your neck. However, ultimately, that brings me to an
interesting question I asked myself while playing Dark Souls 2. Is psychological warfare in a game beneficial
to the player? Is it "good?"
What can I say? I'm a softie for Elena... |
Now, that's
not an easy question to answer. Some of
it is clearly ripe for abuse, such as in free to play games. Dungeon Keeper on mobile platforms abuses
it's psychological warfare to try and bully, harass, and goad the players into
spending real world money. The NPC guide
of Dungeon Keeper mobile actually says, "Who says money can't buy
time?" Now, with this level of
abuse, especially in the fee to play games that Jim Sterling has outlined like
Dead Space 3, psychological warfare is a bad thing. It is meant to squeeze money out of
players. It does not serve the game, it
serves the publisher. In this case, I'd
say psychological warfare is something to be wary of and try to be aware of as
soon as possible and avoid.
This is psychological warfare in gaming at its absolute worst. Manipulating the players for the profit of the publisher. |
Along that
same note, I want to say that I consider psychological warfare to be completely
different from brain washing. Many
games, some with political messages, some with ideological messages, or what
have you, will try to brainwash its players into thinking a certain way. This isn't warfare, it is programming...and
that's just despicable, in my opinion.
Good players will agree or disagree or make their own decisions about
how a game's views and agendas play out.
You can like or dislike the extreme racist views of Columbia in Bioshock Infinite because it
doesn't necessarily play them out as good or bad, just a product of the
times. However a game made specifically
to convince a player that their beliefs are wrong or invalid and that the
beliefs of the game designer are right and thusly they need to change how they
think? That's not a game. That's a piece of trash. Most of the time, you don't see games like
this sold commercially, because no one will pay money to be talked down to and
have their beliefs belittled, but it is something to keep in mind for certain
freeware games or for game design in the future.
Racist and insane as it may be, at least Columbia isn't trying to brainwash you into believing it's right...or if it is, it's doing a damn crappy job of it. |
HOWEVER...when
a game doesn't try to brainwash or belittle a player? When it doesn't have microtransactions? When it is actively trying to make the player
experience the world in a different way?
I actually think these types of mind games enhance the titles more than
hinder them. I freely admit to allowing
myself to be taken in by the conditioning of Pandora's Tower and really growing
attached to Elena and...that made the game better for me. Playing Final Fantasy 5 and getting stuck in
Gil Turtle's cave actually gave me some perspective onto how brutal some of the
secret bosses could be and helped me work through strategies on how best to
defeat other secret bosses, like Omega and Shinryu, which I did. And in Dark Souls 2...I have to admit, it
made me be a bit more aware of my actions.
I knew that the risk I was taking was stupid, sometimes, but it enhanced
the thrill of the game when I did it...and it also made me feel smart when I
chose not to, spent my souls in Majula, and died moments after going back to
battle. It taught me how to better play
the game.
I praise the sun for this victory! |
Thing is,
it takes work to put psychological warfare into a video game without
microtransactions. It takes work to
design Gilgame's cave to make it so difficult to pass through but so easy to
avoid. It takes work to try and
condition players to like characters, even if it fails, like with Vanille in
Final Fantasy 13. It took work to make
Dark Souls 2 function the way it does, with an NPC to level you up and a hub
town behind a loading screen to spend your souls at. And why do all this work if not for the
benefit of the players and the experience?
I know that some people might get a little iffy about being played or having
their mind messed with, but in most games, psychological warfare is actually
meant to enhance the experience.
Recognizing it actually kind of changes the game too, because you can
choose to be taken in by it or to play it without being messed with, further
enhancing a game's replayability or it's value.
Psychological
warfare in games isn't meant to program you to think a certain way, even though
conditioning can make you look at characters more fondly...the point of it is
to enhance the experience for the player so that they will buy the sequel or
recommend the game to others. If a game
tries to overstep that bound and doesn't serve the player, that's when we have
a problem. That's why I have such
disdain for games like Dungeon Keeper mobile or other fee to play games. Because they don't want to enhance the game
for the player...they are there to serve the publisher or some other party.
Let me
close out by saying that you don't need to recognize psych warfare to enjoy a
game or to be swayed by it into playing it differently. In fact, if done well, it should be very hard
to recognize indeed. However, it is a
very interesting little look at how some game designers go out of their way to
make a game better by trying to understand how a player will think and then
work against them or with them(in some cases) to try and make the experience
more unique and fulfilling.
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