Found this one interesting. Reposting here. Enjoy, gamers.
Annoyingly, Players Like To Optimize The Fun Out Of A Game
Designers should take precautions that encourage players to have a more enjoyable gaming experience and that save gamers from themselves.
Gamers Are Annoying
Let's think of an example to better illustrate how annoying we can be - at least, from the perspective of the game designers. Said designers spend a whole lot of time designing a super cool first-person zombie-shooter game (because we don't already have too many of those, of course). In the zombie game, you are frequently met by hordes of zombies that you need to fight your way through to progress.
This is a great opportunity to use the gnarly jagged-toothed, rust-caked chainsaw our devs spent 100 hours carefully crafting to carry out some perfectly-timed zombie decapitations! Or to perform that awesome triple-combo chainsaw slice action sequence they also spent 100 hours creating! But you know what also works, and doesn't get you killed as quick? Camping between this dumpster and pile of burning tyres, and safely doling out some long-distance whoop-ass using your trusty MP5 (the only gun in the game's repertoire you ever bother using anyway).
Why Is This A Problem?
This generic example entails the concept of risk-taking. The great thing about taking risks is that - although they imply a chance of loss - they can often lead to a greater sense of triumph if the risk bears reward. However, if given the chance, players can find themselves gravitating, consciously or otherwise, towards a safer route that will guarantee success, even if said route is comparatively unexciting. Basically, why go for the risky route if there’s a safer one that promises a greater chance of survival anyway?
The Game Designer's Responsibility
Basically, if there's even the slightest chance of an easy way out of a given game sequence, many players will latch onto that and milk it for all it's worth. Doing so can mean that a lot of the cool stuff intended by the developers doesn't get to be experienced, and that's sad AF.
So how can designers avoid this? A few subtle tweaks can make all the difference. The answer lies in the concept of reward to encourage specific playing styles that entail more risks. In other words, reward players for taking risks. For example, in Vanquish, players are awarded higher scores when they spend more time fighting outside of cover. And another superb example is evident in the Glory Kill mechanic in the recent DOOM games that rewards (and thus encourages) a more up-close-and-personal playing style.
Reward Vs. Punishment
Of course, there's also the option to punish players for playing a way that isn't the one that was intended. However, it's been found that players respond much better to reward rather than punishment, which certainly does make sense. Humans are funny creatures, and can respond quite predictably to certain basic psychological cues. We prefer it when we're praised - rather than scolded - for something we did or did not do. Simple.
So let's say your goal, as a game designer, is to make players play your game in as stealthy a way as possible. Instead of instantly failing their mission upon being spotted (punishment), rather construct an achievement system that accumulates extra points (reward) whenever the player successfully passes through a level without being detected, for example. You'll achieve pretty much the exact same outcome, but it will leave your players feeling much more triumphant, appreciative, and keen for more.
Saving Players From Themselves
The fascinating thing about game design and user experience (UX), is that there are ways to direct players towards doing exactly your bidding by sprinkling pretty simple design mechanics throughout the game that unconsciously drive players towards a given playing style.
In essence, designers should take precautions that encourage players to have a more enjoyable gaming experience, and that save gamers from their very boring selves.
This has become a hot topic lately because it pretty much is true and is in essence the very reason why the concept of procedural worlds came to be. Unfortunately, balancing this is easier said than done because you can't simply make every element fluctuate from player actions because players will find a way to balance it their own way or completely make it unbalance. Ultima Online is famous for having spent a full month developing an ecosystem where wolves eat rabbits but then bears eat wolves and so on... It was a big cycle of life and players ruined it almost immediately. Players started griefing certain animals to extinction which lead to a completely out of balance world.
Likewise, you can't create patterns either because players will use spreadsheets to game the system. Ooof!
Leading players to play a certain way dates back to Super Mario Bros 1 when the game itself was very intuitive but you can easily run into the risk of playing the game for the player which won't be a rewarding experience for the player in the end.
It's a cruel world when all you want to do is create an amazing game but then players exploit the fun out of it. We can even sit down and talk about how Pearl Abyss can move away from the numbers game but in the end it won't matter. You have to design the game from the ground up and even then you might not be able to trick players long enough from your deceit. :P
<3
if you want your game to be casual then you need to curate your audience by banning overly competitive people. You can't have competition as a part of a game and not expect there to be winners. Devs themselves promote this when they introduce things that can be used as "gearscore" because it creates toxic discrimination inside of their game environment, by desgin. There are many other such similar issues. It's better for devs to just shut up and work on the game without trying to balance the players.
This has never been a problem with BDO as the only real "fun", as its delivered in BDO, is the optimization - or, at the very least, the outcome of doing so. The world is extrordianrily safe, generic, and uninteresting after the first couple of hours. The "RPG" aspect of BDO is essentially non-existent for the majority of the playerbase. The main story is so corny and such a chore that the developers actually wrote in a method for skipping it entirely this season.
This leaves you with grinding and PVP. No one that functions in any acceptable capacity really likes grinding. It, like most things in BDO, are a chore. The price you pay to gain access to the only really potentially viable gameplay mechanics, PVP.
In both grinding and PVP you optimize. Thats it.
This has never been a problem with BDO as the only real "fun", as its delivered in BDO, is the optimization - or, at the very least, the outcome of doing so. The world is extrordianrily safe, generic, and uninteresting after the first couple of hours. The "RPG" aspect of BDO is essentially non-existent for the majority of the playerbase. The main story is so corny and such a chore that the developers actually wrote in a method for skipping it entirely this season.
This leaves you with grinding and PVP. No one that functions in any acceptable capacity really likes grinding. It, like most things in BDO, are a chore. The price you pay to gain access to the only really potentially viable gameplay mechanics, PVP.
In both grinding and PVP you optimize. Thats it.
You're entitled to your opinion. But I find a contradiction.
Your claim is that BDO is all about grinding and PvP, and optimizing your methods specifically for those purposes. This begs the question: Why do this? Why optimize your grind and PvP? The answer: The climb. Players climb in gear and mechanical skill, for example, as they optimize grinding and PvP.
Since BDO is largely about "the climb", or progression (as like in practically every MMORPG out there), then logically, that would mean a lot of the "fun", or satisfaction comes from setting goals, achieving them, and enjoying the reward for your effort (tangible progression).
>> Now that that's established, let's analyze the quote you pulled from the OP: "One of the most annoying things about us gamers is that we often find ourselves optimizing the fun out of the games we play"
The article I posted uses the example of fighting off zombie hordes in an epic battle. A perfect time to use the hacksaw the devs spent time meticulously creating, I imagine: slick animations, cool sound effects, loads of zombie blood in your face as you mow down zombies -- but what do many players do? Camp between a dumpster and a trashcan and just use an MP5 since it's safer.
In BDO, you can see a similar effect. It's super pronounced on the forum -- Players asking for an easier method of obtaining BMC's for example. Those players then request for easier / faster methods, which cut the "climb". So if "fun" in BDO is derived from the steady effort and the big payoff after said effort, cutting down the climb objectively reduces that "fun".
The word "fun" is very, very subjective. It changes from person to person, and you are no judge to determine what's "fun" for someone or not. Or claiming that since someone likes the grind, that they're functioning below acceptible capacity (whatever you mean by that).
Personally, I find it very satisfying when achieving big goals. My next one is a PEN Ogre Ring that I aim to get before 2022. When I get that, I can already feel the immense satisfaction from it. I'd then use that tangible reward for my efforts for better PvE and PvP performance. And you best bet, when I'm 305 AP Kutum, I'm gonna have a lot of "fun". Much of the "fun" or satisfaction in BDO comes from attaining goals, and getting the tangible reward for it. I mean, the game is still focused on "limitless" progression, is it not? (obviously, there are hardcaps on some things, like gear, but those hardcaps are so high, only a few players are able to achieve them).
"No one that functions in any acceptable capacity really likes grinding. It, like most things in BDO, are a chore."
Grinding IS Black Desert Online though. BDO is all about grinding, whether it be mobs, or the many lifeskills - heck, even PvP has a grind aspect to it -- IE: Gallantry Crystal Upgrades and RBF ranking. So if someone doesn't like grinding, then uhh...why play BDO? Grinding is a means to an end. And I always see players making requests to reduce the grind and this "fun" article made me think of those players.
PS - Also, nice shade thrown to Blade_NZ there, bud. One of the cooler streamers and who likes grinding. Shame on you.