This is going to be long so buckle in. I'll just say up front that this post is my opinion, someone who has spent far too much time playing and thinking about video games for 25+ years. If someone else has written about the idea I lay out here please let me know and I will properly credit them.
INTRODUCTION:
I'm interested in the way people talk about video games. Coming from a background in Film and Film Studies I have some knowledge of the common language of film and they way some of those terms have come to be part of the popular discourse. If I say the cinematography in a movie was well done, many people would know I what I meant.
The conversation around video games is not nearly as developed and I think its time we started considering the future of the medium and how we talk about games.
If you think this doesn't matter, you're wrong. Large publishers making AAA games give us what they think we want. If all we talk about is graphical fidelity, frame rates, and shooting mechanics the games that we have to choose from will prioritize these elements.
There is no agreed upon vocabulary to discuss the quality of games at anything beyond the most surface of levels. While this is the case, games will never be taken seriously – either by the people making them, the people buying them, or by the rest of society that largely still views them as toys for children.
PROGRESSION SYSTEMS:
The first topic I would like to discuss is 'Progression Systems'.
Specifically, the skill trees, the level-ups, the perks and the traits and the loot. More generally, progression systems are a way to make your own choices in the world of the game and have that affect the gameplay and/or story. These choices are the framework for your gameplay experience. Without them, you are playing the game the designer made for you. With them, you are molding the experience to suit your particular taste or preferred gameplay style. They also will oftentimes provide incentive for continuing to play a game whether that's in the form of item rewards or reaching the end of a particular skill tree and getting the Ultimate Ability. Progression systems are the players ability to exert their will on the gameplay systems provided within the game.
A well-made progression system can make a good game great (Diablo 2). A bad progression system can make a good game mediocre (Diablo 3).
I'm not going to get into the nuts and bolts of what makes a good progression system here. Instead, my point is nearly all games SHOULD HAVE a progression system. That the reason these systems have become so common is because games are dramatically improved when they are done well.
Its gotten to the point where if a game doesn't have a meaningful progression system, the gameplay better be on-point or I will probably end up dropping it after a few hours.
Why?
Raph Koster in 'A Theory of Fun in Game Design' posits that video games teach us real-life skills in a low-stakes environment. I believe this is true.
I can't be the only person who found some real-world lesson in perseverance from Dark Souls.
Progression systems in video games are similarly a low-stakes environment to work out our own ideas about progression in the real world.
Our lives are made up of progression systems from birth to death. Learning to speak and walk are progression systems. Math is one long progression system (basic operations to geometry to algebra to calculus). School from kindergarten to 12th grade is a progression system. Relationships are a progression system. Think about your first date with your partner and your 100th. They are very different. Starting a new job is a progression system. The tasks that make up my day at work are each individual, tiny progression systems.
They are everywhere and how we manage them is a huge part of our success and happiness in life.
Having a progression system in a game allows us to test our own ideas about how to manage and navigate progression systems before we have to go out in the real world and use these skills where they really matter.
PROGRESSION SYSTEMS IN GAMES:
Games should never be criticized for having a progression system. They can be criticized for having BAD progression systems but you would need to be specific in what makes that system bad. We need to focus on how progression systems can be used to make games better. What are the differences between good progression systems and bad? Does a progression system make a game more interesting to play or are the choices so banal as to be meaningless?
I think the main underlying goal of a video game progression system is to meaningfully integrate the player's choices into the gameplay, even better if they are integrated into the gameplay and the story.
Witcher 3 has a bad progression system because the main way to damage enemies is with sword swings. Giving me a choice in the skill tree of 2% melee damage or 2% melee attack speed is utterly pointless because swinging a sword is something I was already going to do.
Diablo 2 has a good progression system because the choices made when assigning points in the skill trees are tied directly to the choice of skills I have to use when engaging in combat within the game. Additionally, the skills have synergies with each other, allowing the player to make choices about the most effective way to build their character. Finally, there are no respecs. The player must live with their choices, but its still not as punishing as real life because if you make a mistake you can always roll a new character. Just as an aside, I like respecs in general. I'm talking specifically about how the lack of respecs in this game affects the progression system.
TLDR:
Our lives are made up of progression systems from birth to death (school, relationships, work as examples). Integrating these systems into games gives us a low-stakes places to test our theories on how to most effectively navigate these real world progressions. Games should never be criticized for having progression systems. Instead, we should focus on improving their quality and finding specific, meaningful ways to both design and critique progression systems.
What are your thoughts on progression systems in real life or video games?
INTRODUCTION:
I'm interested in the way people talk about video games. Coming from a background in Film and Film Studies I have some knowledge of the common language of film and they way some of those terms have come to be part of the popular discourse. If I say the cinematography in a movie was well done, many people would know I what I meant.
The conversation around video games is not nearly as developed and I think its time we started considering the future of the medium and how we talk about games.
If you think this doesn't matter, you're wrong. Large publishers making AAA games give us what they think we want. If all we talk about is graphical fidelity, frame rates, and shooting mechanics the games that we have to choose from will prioritize these elements.
There is no agreed upon vocabulary to discuss the quality of games at anything beyond the most surface of levels. While this is the case, games will never be taken seriously – either by the people making them, the people buying them, or by the rest of society that largely still views them as toys for children.
PROGRESSION SYSTEMS:
The first topic I would like to discuss is 'Progression Systems'.
Specifically, the skill trees, the level-ups, the perks and the traits and the loot. More generally, progression systems are a way to make your own choices in the world of the game and have that affect the gameplay and/or story. These choices are the framework for your gameplay experience. Without them, you are playing the game the designer made for you. With them, you are molding the experience to suit your particular taste or preferred gameplay style. They also will oftentimes provide incentive for continuing to play a game whether that's in the form of item rewards or reaching the end of a particular skill tree and getting the Ultimate Ability. Progression systems are the players ability to exert their will on the gameplay systems provided within the game.
A well-made progression system can make a good game great (Diablo 2). A bad progression system can make a good game mediocre (Diablo 3).
I'm not going to get into the nuts and bolts of what makes a good progression system here. Instead, my point is nearly all games SHOULD HAVE a progression system. That the reason these systems have become so common is because games are dramatically improved when they are done well.
Its gotten to the point where if a game doesn't have a meaningful progression system, the gameplay better be on-point or I will probably end up dropping it after a few hours.
Why?
Raph Koster in 'A Theory of Fun in Game Design' posits that video games teach us real-life skills in a low-stakes environment. I believe this is true.
I can't be the only person who found some real-world lesson in perseverance from Dark Souls.
Progression systems in video games are similarly a low-stakes environment to work out our own ideas about progression in the real world.
Our lives are made up of progression systems from birth to death. Learning to speak and walk are progression systems. Math is one long progression system (basic operations to geometry to algebra to calculus). School from kindergarten to 12th grade is a progression system. Relationships are a progression system. Think about your first date with your partner and your 100th. They are very different. Starting a new job is a progression system. The tasks that make up my day at work are each individual, tiny progression systems.
They are everywhere and how we manage them is a huge part of our success and happiness in life.
Having a progression system in a game allows us to test our own ideas about how to manage and navigate progression systems before we have to go out in the real world and use these skills where they really matter.
PROGRESSION SYSTEMS IN GAMES:
Games should never be criticized for having a progression system. They can be criticized for having BAD progression systems but you would need to be specific in what makes that system bad. We need to focus on how progression systems can be used to make games better. What are the differences between good progression systems and bad? Does a progression system make a game more interesting to play or are the choices so banal as to be meaningless?
I think the main underlying goal of a video game progression system is to meaningfully integrate the player's choices into the gameplay, even better if they are integrated into the gameplay and the story.
Witcher 3 has a bad progression system because the main way to damage enemies is with sword swings. Giving me a choice in the skill tree of 2% melee damage or 2% melee attack speed is utterly pointless because swinging a sword is something I was already going to do.
Diablo 2 has a good progression system because the choices made when assigning points in the skill trees are tied directly to the choice of skills I have to use when engaging in combat within the game. Additionally, the skills have synergies with each other, allowing the player to make choices about the most effective way to build their character. Finally, there are no respecs. The player must live with their choices, but its still not as punishing as real life because if you make a mistake you can always roll a new character. Just as an aside, I like respecs in general. I'm talking specifically about how the lack of respecs in this game affects the progression system.
TLDR:
Our lives are made up of progression systems from birth to death (school, relationships, work as examples). Integrating these systems into games gives us a low-stakes places to test our theories on how to most effectively navigate these real world progressions. Games should never be criticized for having progression systems. Instead, we should focus on improving their quality and finding specific, meaningful ways to both design and critique progression systems.
What are your thoughts on progression systems in real life or video games?
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