Media, Culture, Technology

Author: Patrick Meier

Patrick is a junior at Dickinson College majoring in Math. He likes discussing, analyzing, and writing about video games, and hopes to make a career out of it someday. He also plays way too much Dark Souls and isn't even good at it.

Mobile Gaming: Are You Really Having Fun?

Smartphones are pretty amazing. Seriously, I only just got one a few months ago after having the same dumb phone for 5 years, and it has changed my life. And by “changed my life” I mean “it’s made me waste a whole bunch of time.” Some of this time is wasted on YikYak, some is wasted watching Whose Line clips on the toilet, and some is wasted swiping right on every single human being on Tinder. But all of those pale in comparison to the time I’ve wasted playing games on my phone. As we all know, the gaming and smartphone landscape has been transformed by the emergence of mobile games, but why are these games so popular? No doubt their price, easy access, and simple play mechanics–but I would argue that there is one more element not usually considered. These games trick us into thinking we enjoy them.

Quite an accusation, right? Trust me, I can back it up. I spent this semester helping Prof. Steirer with research on mobile games, and my job involved playing every mobile game that was related to a console game or franchise from the last three years. This came out to about 35 companion apps and around 30 actual games that could be played without owning the console game. I think I could argue that almost all of the games I played involved tricking the player into thinking he or she enjoys the game, but two stand out above the rest: Injustice: Gods Among Us and Marvel: Contest of Champions.

Both games are superhero fighting games with an emphasis on collecting heroes and building up their stats to fight against other heroes. They differ in the fine details (Injustice features teams of three heroes in each battle, Marvel has a map screen where you can decide what battle to do next), but these differences are mostly irrelevant. The core gameplay remains the same for both games. I won’t go into detail as to how the gameplay works, as the games are way more complex than they need to be. Plus they’re free, so you can go play them for yourself if you’re really curious. Simply put, the gameplay of each game involves picking a hero on your team who is stronger than your enemy and tapping the screen until you win. I wish I were joking. And yet each game has over 10 MILLION downloads, and some surprisingly active communities on Reddit and on the games’ respective official forums. So why then are these games so popular? Because each game adds a few simple features that make the game feel rewarding to play without actually being an engaging experience.

Both of these games use design choices that help disguise how boring the gameplay actually is. Essentially, the game is designed to make the player think he or she is having fun when really he or she is just enjoying being rewarded by the game. The games reward players do in a variety of ways. For instance: Booster Packs. Both games have “booster packs” (Marvel calls them Crystal Packs because I guess superheroes all come out of crystals now) where you pay some in-game currency (or real-life currency if you’re that bougie) to get a few random heroes or power-ups. What makes these packs feel rewarding is that getting something really good isn’t guaranteed. Rather than being like a store transaction (boring…), they’re like gambling (exciting!) where gains are determined by chance, thus making any gains feel much more rewarding. The impatience aspects of Injustice and Marvel serve the same purpose. Because your “energy” (ability to just play the game) will run out after a while, you start to look forward to when your energy will be refilled and you can play again. Or in Marvel you can just spend some money to be able to play again. You know what they say, “absence makes the heart grow fonder.” And in this case, the game is purposely being absent to make you miss playing it. It’s deceptive and annoying but it seems to work.

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Injustice and Marvel also make use of RPG elements like stats, leveling up, power levels, and experience. Again, the fine details differ somewhat. For instance, Marvel makes you spend an in-game resource called ISO-8 and gold to increase your heroes’ stats, whereas heroes in Injustice will level up from experience alone. And once again, these differences don’t really matter because they don’t change the way you play the game. Injustice levels up the character that I use the most, and Marvel lets me choose which characters to upgrade by spending money and ISO-8. But I’m only going to upgrade the characters that I use the most anyway, so Marvel is just putting extra steps in between playing the game and leveling up characters to make it feel like I’m accomplishing more than I am. Heroes in each game can also be promoted (subtly different from leveling up) by spending yet another form of in-game money. Two types of leveling up means twice as much opportunity for the player to feel like they’ve accomplished something! This leads to a complicated interface with over-designed, confusing menus that serve to help me do something that could just be automatic. But the games employ effects that compliment what should be an annoying time-waster to make it feel fun. Leveling up in Marvel feels good because of the flashy visuals and big sound effects–never mind the fact that you don’t ever get to really feel the effects of leveling up a character, because every battle plays out the same way. Tap the screen for a while (maybe swipe left to right a few times too) and if you’ve spent enough currency and have better numbers you win. Which brings me to my next point…

Money. Currency plays a major role in both games.  Injustice has three different kinds of money (challenge credits, power credits, and alliance credits, plus you can spend real money to get more power credits). Marvel has five! FIVE different kinds of money! If Marvel: Contest of Champions was a country, it would have the most insane economy of all time. Battle chips, ISO-8, gold, alliance points, loyalty, not to mention crystals, experience, “units”–GOOD LORD, WHEN DOES IT STOP?! Marvel and Injustice have so many different ways to reward the player, but none of these things have any real impact on how the game is actually played! Collecting things is fun, sure. But what’s the point in having an inventory screen full of stuff and a virtual wallet full of money if there’s no fun way to use it? The thing to note about all of these RPG elements, items, and currencies is that they make the games incredibly complex, but not at all deep. Complexity is simply the number of rules that a player needs to know in order to play the game. Depth is a measure of how many meaningful choices a player can make given a rule-set. Having a ton of stats, upgrades, currencies, and items adds a lot of complexity. But the only choice a player makes during actual gameplay is which hero to use in a fight (and Marvel already tells you which character in your party has the best chance of winning so even that isn’t really a choice). With all of that complexity, the games have almost no depth because the player doesn’t get to make any real choices during gameplay.

Injustice screen

All of these elements serve to reward the player. These games feature tons of different items and currencies so that after a battle the player is rewarded. Finishing a fight and seeing a list of stuff that you earned feels satisfying! But these rewards are artificial and don’t change how we play the game in any meaningful way, so what’s the point? The point is just to compel us to keep playing the game even though the game isn’t really engaging. The rewards exist for their own sake, and don’t really factor into any greater purpose. Getting rewards are just a means to get even more rewards. To me, the most well-designed games are ones in which simply playing the game is its own reward. The reward in a fighting game should be that you won the fight! Not that you got some upgrade stuff and some money. Getting to the end of the story and beating the bad guy should be the reward of games with linear narratives. But maybe we don’t want all that depth in a mobile game, right? Maybe we just want something fun to makes us feel satisfied that doesn’t take much thought. I would counter that with one example: 2048.

Everyone reading this has heard of and likely played 2048. The gameplay is simple: swipe numbers together to create bigger numbers with the ultimate goal of getting a tile worth 2048. There’s no RPG elements, no upgrades, no money, no levels, and no rewards beside the main goal of the game. It is a game with little complexity, but a surprising amount of depth. The game gets harder as it progresses, rather than keeping the same level of challenge throughout and just giving the player higher numbers to throw around. And the good news? There’s actually a lot of games out there like this (1010!, Cut the Rope, even Flappy Bird could be argued to be like this). More and more unfortunately are starting to include elements of trickery like the ones used in Injustice and Marvel: Contest of Champions. Cut the Rope when it first came out didn’t have any fake rewards or impatience aspects. But Cut the Rope 2 came along and gave us solar energy that drains as we play, superpower upgrades to let us do the levels without actually doing them, and a silly pointless map screen to give the player an artificial feeling of progression. Games don’t have to be like this. Playing a game, even a mobile game, can still be an engaging experience in and of itself; designers need’s doesn’t resort to trickery to get us to keep playing.

So next time you play a game on your phone (or anywhere else for that matter), think about how you’re experiencing the game and ask whether you’re really having fun, or if the game is just trying to trick you into thinking you’re having fun. And don’t be satisfied with games that do the latter when there are so many better ways for games to engage players.

League of Legends for the Uninitiated

The sudden popularity of a certain new video game has a lot of people asking a lot of questions: (1) What is this new video game contraption that all the young folks are doing? (2) How does one play this game? (3) Why does my chest hurt after drinking a bunch of lemonade? (4) Will I ever truly be happy?

Let me try and answer some of those fascinating queries:

  1. League of Legends.
  2. Read the rest of the article
  3. You might have acid reflux
  4. Probably not but hey might as well try

Not that all of those questions aren’t worth discussing, but I’ll be focusing on #2 for the remainder of this article.

There are a lot of reasons you might be reading this. Maybe you want to be the next Faker (Korean pro player, some call him the Lionel Messi of League, others just call him… Faker-sempai) and be a professional League of Legends player. Or perhaps you’re just wondering what it is your roommate is doing that has him clicking so loudly that it sounds like a woodpecker lives in your ear! Whatever the reason, read on, and find out just what the hell your roommate is doing awake at four in the damn morning on a Wednesday night. (Seriously, Jeremy. I’m trying to sleep. I have a math test tomorrow, I’m late with this article– I do not need this right now.)

Basics of the game

We’ll start out simple. Two teams of five players each face off in a large square arena, with one team’s base in the top right corner, the other in the bottom left. Three paths (lanes) connect the two bases. The object of the game is to get into the other team’s base and destroy their nexus. Getting to this point and finishing the game will typically take around 30-45 minutes. With me so far? Good, because we’re just getting started. In each lane is a series of turrets. These turrets do a LOT of damage, so the game helpfully provides mindless minions to die for you! Small, weak, computer-controlled minions (or creeps) regularly spawn in each lane, and will slowly walk down the lane towards their enemy. Walk into the turret without a healthy supply of minions to back you up, and you might as well drop your weapon, pick up a shovel, and start digging yourself a grave. The players in each lane try to kill enemy minions so that their team’s minions will push towards the enemy’s tower. As long as your minions are in range of the tower it will prioritize the minions instead of you. This will allow you to hit the tower without fear of being pounded into the dirt. Be warned though, the towers do not take kindly to you attacking the champions of their team and will turn on you as soon as you damage a champion, minions or no.

Through landing killing blows on minions, blows on enemy players, and blows on towers, and through just sheer persistence (you generate a small amount of gold every second just for participating) you will acquire gold that can be spent back at your home base to buy items. Each champ can carry six items, and it takes quite a lot of time and gold to get all six. But with close to 200 items in the game, there are tons of possible item combinations (typically called item builds) that a player can have. Each item’s primary function is to give stat bonuses, and every champ requires different stats to do well. Every character has certain things they are good at and things they aren’t so good at. So pick a champion that fits a play-style you like and build items that fit that play-style! You wouldn’t buy a hockey stick for a football player, right? So don’t buy Archangel’s Staff for Garen. Just don’t. Please don’t. You’ll understand when you’ve played a few games.

Phew. Well there you have the basic objective of the game. Let’s make that a list so it’s a bit easier to understand.

  1. Go to a lane and start killing minions.
  2. Your minions will help you destroy enemy towers.
  3. Use gold gained from killing minions to buy items to make yourself stronger.
  4. Keep taking towers until you reach the enemy base.
  5. Destroy the enemy nexus.

Of course, your opponents will be trying to do the same to you the entire time, so you can’t just walk into lane and mindlessly hack away at minions. You have to deal with a human opponent, controlling a character of similar strength to yours. This is where the “meta game” comes in.

At this point, it would be the acme of foolishness not to mention that the game is free to download and has a tutorial built in. If what I’ve just described sounds like a game to which you might enjoy devoting a bit of time (or your entire life) and spending no money (or over a hundred dollars) then download it and give it a shot (I’m so lonely). There are a lot of small details that I won’t be going over (damage types, resistances, scaling, turret agro, ip and rp, possible item builds, how to last-hit, runes, masteries, summoner spells, how to play while eating a sandwich, wards, dragon and baron, blue and red buff), which are all kind of boring, require lengthy explanation and are best learned by simply playing the game a bit. Those are the mechanics of the game, but what really makes League of Legends (or LOL, for short) so much fun is the massive number of characters that you can play. You thought Super Smash Bros. had a lot of characters? Man Smash Bros. ain’t got NOTHING on League.

GarenStats

Garen: The League’s favorite Beyblade

Champions

There are currently 123 champions to choose from, and a team must have five UNIQUE champs. There are millions of potential team compositions, which by itself should suggest the complexity of the game. Champions are divided into a few categories based on how they play. Assassins are champs that do a lot of close range damage extremely quickly but are very easy to kill. Most mages function similarly to assassins, but their damage is usually long range. Tanks (my favorite role) are beefy damage sponges that like to wade into a fight and soak up damage, but they aren’t too good at dishing out hurt themselves. Marksman (usually called Attack Damage Carries or ADCs) are long range champs that prefer to stay in the back of the fight while pumping out a steady stream of damage per second. Obviously these are just generalizations and there is a lot of diversity within each category. You’ve got bruisers, bursty marksman, melee damage-per-second champs, champs with high mobility, low mobility, split-pushers, champs with no crowd control, champs with lots of crowd control, fat champs, skinny champs, champs who climb on rocks. (If you got that reference give yourself a pat on the back).

Though each champ differs greatly, there are a few aspects that every champ shares:

Stats – Every champ has stats that all do different things. (This, by the way, is the kind of in-depth analysis that makes my article a must-read). The most important stats are health, mana (some champs use other resources or no resource, but that doesn’t matter right now), attack damage, ability power, armor, magic resistance, movement speed, and critical chance. Most of those are pretty self-explanatory if you’ve played an RPG before, but the main thing you need to know is that every item gives stats, and certain stats are good on certain champions.

Basic Attacks – All champions get basic attacks, some ranged and some melee. Basically all the dudes with axes and swords have melee basic attacks, and everyone who uses a gun or magic staff has ranged basic attacks. The higher the attack damage stat, the higher the damage on basic attacks. Easy enough.

Abilities – Every champ has a passive ability (no key binding), three basic abilities (Q,W, and E), and an ultimate (R). The maximum level in the game is level 18 and each level gives you one point to spend on your abilities. Each basic ability can be skilled five times, and your ultimate three times. All your basic abilities are available from the outset but you’ll have to wait until level 6 for the extremely sexy ultimate ability. Most abilities increase their damage the more ability power you have (wow, what a coincidence!) but some will cause more damage more as your attack damage increases. Every ability costs mana, so keep an eye on that pretty blue bar under your health.

So before we end this thing, quick wrap-up on how champions work:

  1. You control one character, and you use basic attacks and abilities to do the big damages
  2. As you disregard real life and acquire currency, spend that currency on items that fit your champion. Ex. Attack damage on Ashe, Health Armor and Magic Resist on Garen, and Ability power on Annie.
  3. Proclaim your victory, dance on the desecrated corpses of your fallen foes.

So what are you waiting for? Get out there and give League a try! I’ll see you on the Summoner’s Rift or at Gaming Club in Tome 115 on Satudays at 8pm where we play lots of League and other games. Be there or be square!

© 2024 Postscript


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