Search Results for: deferred success
This title stems from educators wanting to remove kids from an ‘F’, or ‘Failing’ grade. No more failing – just deferred success! Clearly the change in terminology will make kids all become hugely successful.
This Epic Defer is part of a longer list of deferrments by public offcials who manage powerful unionized employees (the same unions that say it’s unfair to periodically test teachers to ensure they are, you know, smart enough to teach kids). So in essence the teacher’s union has accepted their own deferred success and want to pass that onto the kids. That part makes complete sense.
Sorry for the mini rant, its funny stuff. The gaming slant comes next.
Gauging success in all forms of gaming has me in a proverbial pickle. Is wiping on a boss mechanic, only to come back and conquer it, any more or less satisfying than restoring from a save game point in a single player game? Single player games do have ‘difficulty’ levels, while MMO’s have been adopting that same sort of mechanic with Hard Modes. Developers have to take into account all sorts of play styles and ability levels to range the expected outcomes of success. Players want to win, developers want players to win too – for the satisfaction of the purchase. So in a sense, developers are just setting their own levels of deferred success for their player bases.
Make it too hard – players revolt. Make it too easy – players don’t feel challenged and have a superficial experience. Where, and how, is that line drawn?
This thought process has lead me to a pillar that should be of more importance – the story. Regardless of difficulty level story is a trump card. If the story is amazing, I’m more likely to bang my head against that wall in a tough level to learn what happens next. I’m also left with a feeling of satisfaction after completing an easy level as my waltz through it is still rewarded with a narrative. Call of Duty, Black Ops did this particularly well in their interactive movie experience single player campaign.
World of Warcraft, and most of the other MMO’s I’ve payed have not done the story aspect particularly well.
Then we have the outliers, the games that don’t present directed experiences as the challenge but where the players create the stories. Minecraft is a good example of this. Sports games where players play against other humans also has a much stronger skill aspect.
All games are created for you to have success in them – they are just designed in a length of time format that players expect a return on based on the monetization scheme.
I don’t have a conclusion here and just throwing this up for discussion. It just all feels very shallow to me right now -the deferred success in our games – like the Wizard of Oz is just some dude behind a curtain was just revealed to me.
I get something nice just for logging in everyday in LOTRO. I got a pair of gloves yesterday that were literally 10x better than the ones I was wearing.
I mean, I know people want little wins.. but instant success is many steps past deferred success and does absolutely nothing for anyone. I could almost justify a logging in reward if:
- you had to group with someone for 10+ minutes to get it (enhancing community/grouping)
- had to complete x number of quests (living, breathing world – I have only seen two other actual players so far in LOTRO)
- you got a free gift for buying something in the LOTRO store (supporting development/costs)
As it stands now, I just have to log in, click the present on the corner of my screen, get my reward, and log out. Once a day. It doesn’t do anything really for anyone.
Of course, unless LOTRO is going to start marketing how many millions of players LOG IN everyday…