World of Warcraft - Threat or Menace?

Fresh from the pages of the Sydney Morning Herald comes the news that World of Warcraft, and indeed all massive multiplayer online games, is unethical.
Jonathan Blow, developer of the game Braid, recently spoke at the Australian Centre for the Moving Image's FreePlay conference. Some of the things he said about MMO's are interesting, and some of the conclusions he reached seem erroneous to me.
Developers should provide activities that interest players "rather than stringing them along with little pieces of candy so that they'll suffer through terrible game play, but keep playing because they gain levels or new items", he says.
Well, so far so good. I don't really think anyone could disagree with that statement.
Mr Blow believes developers need to think about what their games are teaching players when they reward them for performing certain actions.
"That kind of reward system is very easily turned into a Pavlovian or Skinnerian scheme," he says. "It's considered best practice: schedule rewards for your player so that they don't get bored and give up on your game. That's actually exploitation."
Somewhat hyperbolic, but essentially accurate in terms of what the system is doing to get you to keep playing. Is it exploitation? Well, clearly Jonathan thinks so. We'll come back to why I don't agree in a moment.
"I think a lot of modern game design is actually unethical, especially massively multiplayer games like World of Warcraft, because they are predicated on player exploitation," Mr Blow says.
He believes players will naturally avoid boring tasks but developers "override that by plugging into their pleasure centres and giving them scheduled rewards and we convince them to pay us money and waste their lives in front of our game in this exploitative fashion".
Well, we seem to be getting to the meat of things. Jonathan finds systems that reward the player with gear or levels to be exploitative, and since he finds those systems to be exploitative, he believes that games that use such systems are unethical. If you accept his basic premise, then his conclusion would be apt enough. The reason I don't accept it is because I don't believe Jonathan is looking at the entire game here, merely the part of it he doesn't like, and is acting as if the entire game is grinding.
Does it therefore follow that you are forced to grind because you've been programmed like a rat with electrodes in it's pleasure centers? Hardly. There are other rewards to be had in playing WoW which elevate it beyond mindless button mashing for the Sword of a Thousand Truths. You can spend hours in the game doing nothing at all, or even turning up all the settings and going into Deadmines just to look at all the little details on the ship and the walls (amazingly, my wife and I who have been running the Deadmines on various characters for years now just noticed the huge doors in the cavern with the ship). There are alternative reward systems in place (you can go up against other players in Arenas or Battlegrounds, you can run instances or raid, or yes, you can grind mobs for reputation or quests) but more importantly, you don't have to do any of it and the game is still a rich experience.
Quite frankly, I think Jonathan Blow is giving the artistry of the game and the immersive quality of the gameplay, the storylines one experiences, the game's stance on redemption and corruption, and much more short shrift in order to focus on a gameplay aspect he doesn't like and use it as a means to dismiss the entire genre of games as 'exploitation'. For a man who once pulled his game out of a festival to protest the festival's inability to find the artistic merit in Super Columbine Massacre RPG! I find his stance limited, either unable or unwilling to look at where WoW does succeed as art (which he clearly finds to be important in both game design and game experience) and how it transcends what he decries in its medium. Anyone who has ever experienced the Hero of the Mag'har questline knows that WoW is as much story as it is game, and for some of us, the story is just as important. When level 60 was endgame and you were in Stormwind when the Marshal Windsor event started, you know you dropped what you were doing to go watch it. It's details like these, like the swaying lamps in Darkshire, like the extended lore of dozens of questlines that unfold over gameplay that keeps people coming back to the game, and which elevate it beyond the 'Skinner Box' that Jonathan Blow sees it as.
It honestly makes me wonder if he's even played it.
Filed under: Analysis / Opinion, WoW Social Conventions, Blizzard, News items






Reader Comments (Page 1 of 2)
andrea Sep 20th 2007 9:40AM
Wether grinding is the "whole" of the game or not, it is what most people do the majority of the time.
Ben Abraham Sep 20th 2007 9:41AM
Sirlin from Sirlin.net, a long time gaming professional, as it were, wrote an article for Gamasutra in a much similar fashion. Much like your article I disagreed with it, but here it is, nevertheless.
He called it "World of Warcraft teaches the wrong things" and had a similar scathing view of 'the grind.'
http://www.gamasutra.com/features/20060224/qhong_01.shtml
Have a look.
Ben Abraham Sep 20th 2007 9:42AM
Oops... that's the response...
Original article is here:
http://www.gamasutra.com/features/20060222/sirlin_01.shtml
(I thought the URL looked wrong :P)
Vaca Sep 20th 2007 9:55AM
There is no "grind", this whole game is nothing more than a "grind". Whether you are questing, raiding, Arena-ing, BGing, all you are doing is grinding your way to your next reward, much like life. :)
MonkeyBrain Sep 20th 2007 10:00AM
I was farming Primals for leatherworking recently, and it did occur to me that WOW employs a great deal of variable reinforcement.
I found myself on the verge of stopping after a long drought of motes and then inclined to keep going after finally getting one.
Kill quests, instances and simple XP grinding are one thing, because the reward is directly tied to the amount of effort you put in.
However, anything quest or task that depends on a random drop does seem somewhat akin to gambling, at least in terms of the rewards and the psychological hook.
David Collantes Sep 20th 2007 10:01AM
> There is no "grind", this whole game is nothing
> more than a "grind". Whether you are questing,
> raiding, Arena-ing, BGing, all you are doing is
> grinding your way to your next reward, much like
> life. :)
Exactly! Brilliantly put. Life is a grind, with very little sense and an end. Just like the game.
Castigere Sep 20th 2007 10:09AM
While I agree with you overall, I still have to point out all the eyeless Murlocs, meatless boars and countless other low-percentage drops throughout the game that serve no other purpose than to draw out the length of time people play. Many times it seems like the drop rate on a collection quest drops as you collect them: the first two mobs drop the item, and you have to kill over a dozen to get the last one. (We call this the WoW Law of Diminishing Returns)
Fuzzfuzz Sep 20th 2007 10:11AM
He sounds like the standard self-ritious artist who feels his opinion and explanations are the law.
More importantly I think he is missing the importance of the parallel the game has to life. If you have a job, you grind work to get paid/get promotions/prove you're better or capable. Once you've worked your way up the ranks of your office, you get to start making decisions, are recognized for your achievments, and so forth.
It does feed the concept of classical conditioning and the like, but does that mean it is unethical? I agree that his idea of the game being exploitive is proposterous. Blizzard (for all the complaints we throw at them) are one of the only companies that self produce games, which I believe is more a comment on their passion for their art than their desire to control the populace.
In short, Blow is just jelouse he can't make a game people like.
bonse Sep 20th 2007 10:31AM
most people CHOOSE to grind for the majority of the time...
they may not want to, but of the many many things you can spend an hour doing in this game, grinding is what they find themselves doing mostly. The original article questions whether it is balanced enough if thats the majority choice. Why does 1hr grinding faction/rep/gold reap better rewards than 1hr spent doing anything else is the basic concept.
This isnt necassarily why i disagree with the article. I feel the article suggests that wow is bad, by using grinding as the example, by suggesting that it forces players to establish a target, work towards that target either individually or socially, and often, work to self imposed deadlines, and this is a bad thing.
Personally as a teacher in the 14-19 bracket i would love for any of my students to be able to effectivly show even one of those three abilities.
Time management and target identification are not only two very undervalued abilities not addressed in many education systems, they are also key abilities within anybody's working day, they are also frequently quoted as being a factor in the difference between successful and non successful individuals.
Two other things to bare in mind though. Firstly I get very bored grinding the same thing over and over, anybody who has killed 5 shaman and 5 ursa over and over again has better will power than I, I got bored killing, handing in, killing etc, I needed to kill the giants, then the furbolgs, then gather the meat just to get some slight variety in the whole repition (wintersaber rep), I have thought of the whole experience as zombifying.
Secondly, all of the above, like the original article, are viewpoints of an individual, based on a single persons experiences, current situation, and suppositions, this should be remembered whenever reading any blog or the comments it generates
Paw Sep 20th 2007 10:32AM
Maybe all the kids could stop playing WoW, then, because it is unethical, and go do drugs. That would be a better use of their time, eh?
Remove video games from this article and insert automobiles, or books, or foriegn travel, or competitive sports. If it is something that you put a significant portion of your free time into, cannot any of these be considered unethical for the what-evers that keep you coming back to them?
Most of these pieces are written by someone with no experience in the activity outside the 10 or 15 minutes they spent doing "research". "See!? It now says I have reached level two and as a reward I should go to the trainer and get new skills! I knew it! It is the embodiment of all that is wrong in the world!"
agentaero Sep 20th 2007 10:49AM
More importantly... why should anybody ever be concerned about the opinions of a man who makes a game out of the shootings at columbine?
Gazoo Sep 20th 2007 11:05AM
Unless Blow has an alternative to the basic MMO game play... some mysterious way you can advance and further your character without some sort of grind, he should just shut the hell up.
It is not possible to create a game on a subscription model and not have activities that require a long time to complete. That's the way it goes.
Znodis Sep 20th 2007 11:11AM
From a game developer standpoint (which he is), he is completely right. All of the gameplay aspects of WoW are a grind. The rest is just fluff that distracts you from noticing. Nothing especially hidden or wrong with it that would make it unethical though. The artistry comes from how well hidden and well timed it is.
Graphics just look pretty and make you go "ooo." You can do that with a model viewer.
Plot involves change. How many times has the marshal unmasked onyxia anyway? Furthering the plot would involve changing the world, which it doesn't.
Social? Just join a chat server.
http://znodis.wordpress.com/2007/09/20/the-daily-grind/
@4&6 On a separate note, life is more than just a grind. That's one of those sayings that really bothers me. You make meaningful choices each day which affect the entire world around you. Sure, you go to work, you get a pay check, but what you do with your day can affect more than the amount of money (rewards) and more than your personal reputation (faction). It can make someone's day better or worse. It can make someone's life better or worse.
The only people for which life is actually a grind are the people that cannot see beyond themselves.
Smurk Sep 20th 2007 11:23AM
Well said, Znodis.
Better title for this post, however: "Brave New World... of Warcraft?"
Ken Lydell Sep 20th 2007 12:01PM
Blow reminds me of the sort who would condemn an otherwise superb restaurant because there is one item on the menu that he doesn't like. Furthermore, I have yet to find a PC action game that doesn't reward players for advancing through levels of the game with additional capabilities or provide new and improved gear for those who accomplish certain tasks as they progress through levels or zones. Diablo, Diablo II, Baldur's Gate, Neverwinter Nights, Icewind Dale and any number of other RPGs provide cash or gear rewards for successfully completing tasks. Are those games "manipulative"? Of course they are. Anyone who offers the promise of a reward to another if that other does something is manipulative.
Rep grinds in WoW appear to be distasteful to most players because they are usually boring. I think this a matter of unimaginative design. Quest chains with entertaining lore, challenging puzzles and tough fights would be far more entertaining.
Filouza Sep 20th 2007 12:32PM
I think you're simplifying his argument a little bit. It doesn't seem to me that he's on a crusade against just simply grinding.
The whole game is a grind. Raiding is the same thing as grinding. You dedicate a massive block of time and have a decent shot at getting rewarded for the time invested. That really does exploit a very basic human tendency, which is the excitement of the nearly random reward.
I also think you're taking his use of the word 'exploit' a little to seriously. People are exploited every day, but it's not always as serious as slavery or something like that. It's tough to argue that WoW doesn't use a really effective investment/reward system to creative a really addictive game...and, in my opinion, is rather exploitative.
There are games, like Guild Wars, that are relatively tread-mill free, and can be enjoyed with out a constant investment of time. Those games are less exploitative.
Michael Sep 20th 2007 12:33PM
For all the folks who are interested in this topic, I strongly recommend that you read the work of Nick Yee (at the Daedelus Project and elsewhere) and Raph Koster (especially "A Theory of Fun"). Yee started his writing on MMORPGS with "A Virtual Skinner Box" (see http://www.nickyee.com/eqt/skinner.html ) but went on to many years of sociological and psychological research on MMORPGS.
From a psych standpoint, WoW employs both fixed and variable reinforcement; unlike many games that came before, it has very little negative reinforcement, focusing instead on positive. Corpse running and repair bills are the sole negative reinforcers in the game, as far as I can think. By mixing up the positive reinforcers, Blizzard avoids the desensitization that would otherwise occur quickly (think of how the Aldor/Scryers rep grind works: you get a fixed reinforcement of signets/marks, and a variable reinforcement of Fel Armaments/Arcane Tomes)
The players create additional reinforcement mechanisms over the built-in ones in the game, and you can certainly argue that the structure of the game encourages that -- raid groups, for example, employ numerous negative reinforcers, including verbal admonitions or abuse, shame, and exclusion. But they include positive stimuli as well, such as praise, 'esprit de corps', and celebrity. (i.e. The distinctive appearance of raid set armor is designed to make a raider obviously different from other players)
Anyway, every video game works to maintain its positive reinforcement loop as long as it can. One of the best ways is to keep players in a state of "flow", where the challenge is exactly equal to your skill (and this is, I think, what the hardcore raid guilds feel, and why they enjoy the game so much). But exploration, story-telling, social interaction, and the steady drip of gear and level upgrades all provide positive feedback loops as well.
Dean Sep 20th 2007 1:09PM
@11
He didn't make the Columbine game. He pulled his own game, Braid, out of the competition, along with many of the other entrants when the organisers banned said Columbine game.
Secondly, why not make a game about Columbine? There are documentaries about it, in time I'm sure there will be a movie, why not a game too? The game doesn't glorify or justify the shootings in any way, in fact it's the opposite - and by placing you in the shoes of the killer it offers a disturbing insight into his mindset that argueably no other medium could offer.
Dave Sep 20th 2007 1:21PM
Seems to me, like you guys are playing two different games and one of you isn't willing to accept the game for what it is and what it's designed to be.
Yes, you can spend your time avoiding all of the stuff that you feel is the grind if you want, and you can even mentally write it off in your mind and somehow decide that PVP isn't a grind or the Arena isn't a grind, when they both are. You can imagine that leveling isn't a grind, but it is.
Everything is, at least with any regards to acquisition of new things and new achievements in general. You can be an altaholic and somehow mentally re categorize it to not be a grind, but it just means you're not successful at the grind, not that you're not still grinding.
There was a similar sort of concept on another forum being discussed where plenty of people were discussing the lore in the game, and my understanding is that despite it being in the game and potentially being "rich" is riddled with illogical conclusions, retcons and plenty of problems in general where lore gets sacrificed to the overall gameplay. (ie: why can't blood elves and humans talk to each other any more? Lore-wise, it's nonsense. Game-wise, it trumps the "art" in a heartbeat when it doesn't work for the game.). The game is #1. The "art" in the game is nothing more than background music that you can turn off at will, and in fact most people seem to do just that.
I doubt you'll find a whole lot of people to agree that the reason they keep playing the game for 2 years is because of the awseome storyline.
Toiyre Sep 20th 2007 1:25PM
Unethical?
Playing this game is and of itself an act of freewill.
One is not coerced into playing it, that is you are not made to play it at the end of a gun.
IT is a thing, things are not unethical, people are.
Now if you give it to your kids and the intended effect is for them to learn something, YOU may be unethical, the game cannot be.