As I sighed and sheepishly typed in ‘wings’ yet again, I knew what I was doing. I was satisficing. Scribblenauts, one of the most deeply frustrating and amazing games I have ever played, dares you to be as surreal and inventive as possible. It awards bonuses and style points, and challenges you to complete the same level in different ways. It is a glorious feeling when you see that, yes, sure, you can rope that sheep to a hot-air balloon and fly it back to his friends.
And yet, if inspiration runs dry, you find yourself falling back on a few old standbys: even if some of what should be enormously powerful objects are cunningly weakened (it is somehow heartbreaking even to a non-believer to see how easily God can be killed), you develop a small repertoire of get-out-of-jail-free cards. You feel guilty, but you do it anyway, because there’s always the next level to check out. In decision theory and economics, this kind of behaviour – choosing a good-enough approach rather than seeking to optimise or maximise – is called satisficing. And I think videogames too often encourage it.
The same problem, in a different guise, appeared when I was playing Uncharted 2, which with all its relentless prodding and funnelling is the exact opposite of Scribblenauts. Now, it is unfair to criticise Uncharted 2 for not being a ‘sandbox’ game, just as it would be unfair to criticise LocoRoco for not being a sci-fi-themed firstperson shooter. Still, let’s face it: much of the time in Uncharted 2, you are running through lovingly rendered corridors. (This is why the train level is the game’s masterpiece: a train just is a long corridor.) I was reminded most strongly of Crash Bandicoot, another game in which you run up lovingly rendered corridors, except that Crash was a more lovable lead character and had a more satisfying jump animation.
There is something almost hysterical, too, about Uncharted 2’s constant interruption of play with mini-cutscenes in an attempt to add unnecessary ‘drama’. I lost count of the number of times the game stopped to show me one of Drake’s hands slipping off a ledge, the camera swooping up to peer down on my avatar dangling one-handedly over the latest routine precipice, before he, in no way surprisingly, regained a safe grip and the game saw fit to restore my control. The game is like a bossy child, constantly tapping you on the arm and ordering you in a squeaky voice to Feel Excited Now. There is nothing less dramatic than a constant anxiety to keep the tension at a single high pitch.
Uncharted 2 does indeed, as people have said, boast one of the best videogame scripts yet, which is only to say that it more or less attains the heights of a straight-to-DVD action B-movie. Nonetheless it does provide an irresistibly propulsive element to proceedings – which, unfortunately, I found to work against the most successful aspect, which is the combat. Maybe it’s just me, but I didn’t try to optimise the way I played the superb set-piece gun battles: instead, I satisficed, stumbling through them any old how because I was impatient to see the next chapter.
In their different ways, then, my experiences with Scribblenauts and Uncharted 2 awakened a concern that the traditional ways in which videogames try to ‘motivate’ us – through the desire to know what happens next in a scripted narrative, or the desire to acquire new gadgets and weapons, or simply the desire to see what the next puzzle is – are by their very nature also those kinds of structures that will encourage us to satisfice rather than aspire to optimise our strategies of play. Because we are so fixated on what the next thing might be, we hurry to get the current thing out of the way, even if that means doing the minimum required rather than playing with style. In this sense, games’ standard strategies of motivation are strangely demotivating.
Now, it’s very likely that many people have more self-discipline than I do in this regard; and others wisely choose to balance a satisficing first playthrough with optimising replays. Yet maybe we don’t need to be dragged so forcefully through videogames in the first place. Maybe one aspect of the fuzzy ideal I have previously invoked under the slogan ‘slow gaming’ would be that it afforded us the freedom from narrative (verbal or structural) really to maximise our involvement in what’s in front of us. Noby Noby Boy has you playing creatively from the start because there is nothing else to do with it: no carrot of a next chapter or new puzzle dangling before your nose, just the bizarre world as it is. It makes no sense even to try to satisfice in Noby Noby Boy – which is why, for me, it was the best game of 2009.
Steven Poole is the author of Trigger Happy: The Inner Life Of Videogames. Visit him online at stevenpoole.net.
i think i understand now. games where there aren't a lot of scope or options to be 'different', or games that are too easy or monotonous, or simply consist of many different cut-scenes and QTEs strung together with basic corridor brawling, are the ones that people satisfice on (but maybe there isn't any other choice?). the learning curve on these types of games is short.
then there are difficult games that require mastering and the learning process takes a long time. fighters and shoot-em-ups go into this categoty. both of those game types are very linear, but require quick reactions and a good memory. there is some sense of exploration in both, as you try out different fighters and you get used to the rules of the game. but the exploration in those linear action games is subordinated to performance. those types of funk aesthetics are about becoming articulate and fluent. it's just like an abstract dance. it's musical.
noby noby boy is, i would say, all about the fun and freedom of exploration. there is no specific goal. the exploration is what you do with it. although, because it's such an 'emergent' game, spontaneous performances can just happen and you get wrapped up in it and make a video and then send it to you tube through the PS3. ;-)
anyway, you probably said that all already and more eloquently.
Very interesting article. I really appreciate this perspective of re-analyzing convention and asking questions that challenge established design. I'm gonna think a lot more about this. But for now, I wanted to mention one game I did not satisfice on: Donkey Kong: Jungle Beat. Man, that game is one of a kind. In fact, I would replay levels many times over until I earned platinum medals before moving on to the next level, or any of the several other levels I'd unlocked. Jungle Beat is simply enjoyable. And the scoring system is genius; it encourages you to retry again and again to perfect your score, but in ways that I felt were noble and acceptable, not annoying or intentionally beyond human capability.
Another, more recent game with which I would challenge myself was Batman: Arkham Asylum. I would not accept a lame completion of a fight nor of a stealth room. If I didn't get it right, and it didn't feel cool enough, then I would restart. I am a huge proponent of restarting or retrying sections. I have to challenge myself to meet my own standards of quality, and the option to restart is very much appreciated.
i used to, and still love to, restart games. for me it began with RPGs on the playstation. i think because they were so complex to someone who had only ever played mario and other platformers, i learnt stuff like the junction system from FF8 over many fresh starts. each time i started afresh, i had become more knowledgeble, until i could go all the way through the game and perform my role (having first explored and learnt).
i relate it to other processes, like drawing, learning music, or learning dance steps. it's not simply an interactive movie. it's a process; an evolution.
Games I never satisficed on:
Super Mario World
Super Mario Kart
Tie Fighter
Portal
Games i did: Pretty much every other game
Games that HAD to be satisficed: Point and Click adventures
My opinion: very valid point, though it is nice to turn the mirror onto ourselves once in a while. I enjoy most games I buy, get good at them, then I play them online and get battered! Some of these players will be more skillful than me, while some will always satisfice that little bit better than I do.
We evolve to better...erm, satisfiction, when we play online - especially with FPS's, IMO.
@Jason_Seip:
i just explore and experiment in the first playthroughs really. i think that's natural. performance comes after you're knowledgable about what you're doing.
in a game like bayonetta or viewtiful joe i feel bad if i'm not performing elegantly or perfectly (at any time).. same with fighters in general. but action-adventure is all about the exploration for me. zelda's inventory is built for the curious.
I hear you in regards to Bayonetta, whenever I try to do 'proper' combos I get my a*se kicked, while hammering the Y button with the sword equipped does wonders against even the toughest bad (good?) guys.
I can see that there is a considerable amount of depth to the combat system, but when hammering Y gets the job done I don't feel motivated to try anything more sophisticated.
yeah, that katana combo is lethal. i guess it does get the job done.. but i like performing as bayonetta and so style is personally important rather than necessary. it's good for motivation as well.
it's amazing, i saw a speed run of super metroid recently and it blew me away. i thought that game was quite slow-paced, but this guy was amazing and totally exploited the scope of the game to elevate play to a performance art level.
the cool thing about NNB is that you can do both. you can either try really, really hard to grow BOY to unimaginable lengths, or you can just sit there and grasp onto spinning tops for an hour, watching BOY spiral around and smile at the gathered crowds going, "woooohhhh...".
i think eventually the game is somewhat indifferent to your progressive attitude though, as there are many characters and obstacles that hinder growth on a large scale (either growth in width or length). it's a bit like the cops in GTA, when you get too powerful.
anyway, great game. i feel that if pac-man had been invented today, it would be like noby noby boy.
ahhhh, you beautiful man! sorry. it's just that NNB is also my favourite game of 2009. and no one else i knew or anyone on the forums thought it was even worth nominating, let alone being best game of the year.
fantasticly fun game and genuninely original. not pretentious stuff like flower or hollywood blockbuster like uncharted.
I find myself satisficing from time to time as well. I've felt guilty about not coming up with more creative ways of dispatching my enemies in games like BioShock and God of War, to the point of feeling like I was depriving myself of the full intent of the game's creators. Similarly, in Demon's Souls I will often ambush enemies with distance magic attacks rather than risk death in dramatic close quarters melee combat. In this case I wouldn't describe the feeling afterwards as guilt, but (even worse) a lack of honor.
Luckily, both games provide enough repeat encounters (and character upgrades) to allow one to experiment. But I still often come away feeling like my experience was incomplete. In some ways I feel like I haven't fulfilled an implicit obligation to pull more out of the experience.