Apparently, Halvorson’s latest book “Focus” was not as objective as her prior summary, skewing more heavily towards the advantages of being promotion-focused. So I haven’t bothered to read it yet, preferring to use the ideas in the summary as more of a springboard for my own thoughts.
(Fortunately, I’m not a career psychologist, so I don’t have to substantiate my hypotheses with research and evidence, and can just play around with thought experiments and musings for fun.)
I find myself drawn to the portion on “energy.” To recap:
When your goal is an achievement, a gain, you feel happy—joyful, cheerful, excited, or, in the vernacular of a typical teenager, totally stoked. It’s a high-energy kind of good feeling to reach a promotion goal.
It’s a very different kind of good to reach a prevention goal. When you are trying to be safe and secure, to avoid losing something, and you succeed, you feel relaxed—calm, at ease, peaceful. You breathe the sweet sigh of relief. This is a much more low-energy kind of good feeling, but not any less rewarding.
When you are going for gain, trying to accomplish something important to you, and you fail, you tend to feel sadness—dejected, depressed, despondent. As a teen might put it, totally bummed. It’s the low-energy kind of bad feeling—the kind that makes you want to lay on the couch all day with a bag of chips.
But failing to reach a prevention goal means danger, so in response you feel the high-energy kinds of bad feeling—anxiety, panic, nervousness, and fear. You freak out. Both kinds of feelings are awful, but very differently so.
I wonder if it might not help to explain why some gamers prefer more sedate types of gameplay – be it grinding for progress slowly, or a strategic challenge, or slower overall pacing.
In other words, we’re seeking the low-energy kinds of good feelings. We want to relax, be comfortable and content, be relieved, feel peace.
(Whether this has any correlation with being prevention-focused on a particular goal, or introversion-favoring, I’ll leave it to others to figure out and do the research.)
We -hate- being overstimulated by high energy feelings, especially when they tend to be the bad kind – aka being a fearful, anxious, nervous wreck, and are liable to either run away from the situation (avoiding/escape/flight) or take constructive steps to address said situation producing the bad feelings until the situation or feelings go away. (fight?)
The spot of good news, as mentioned previously, is that one has the high-energy motivation to take action and do either of those.
Other gamers, by contrast, probably loathe the low-energy bad feelings. They feel down, depressed, de-energized, bored. They’re liable to quit if they have *horror of horrors* “nothing to do.”
They’re looking for gameplay that excites them, gives them high-energy good feelings.
Hence the litany of constant demands for moar adrenaline-pumping “hardcore challenges” where they can earn deserved rewards, racking up one gain after another, addicted to the euphoria of achievement.
(I dunno. Sounds a bit like extraversion to me.)
It’s not easy as a game designer if you have to keep both camps happy, huh?
I don’t think they’re necessarily diametrically opposed, though. The perceived level of challenge is likely to prompt different energy levels of feelings.
The trick is, how do you get those looking for low-energy easy-fun to “be better” than those looking for high-energy hard-fun, so that they can look at the same mob and the former feels “okay, I can do this, easy peasy, no sweat, I’m having fun” and the latter feels “wow, this is so hard, this is so fun!”
The nature of practice being what it is, the adrenaline junkies are liable to be more practiced and experienced than the chill hipsters… so you tend to end up in an escalating situation of the former demanding more hits, while the latter stresses right out.
(Hrm, creative suggestions / solutions welcome.)
Anyway, I find myself having a blast in the new Bloodstone Fen map.
That is, low-energy definitions of a “blast.”
I trundle around, gliding and bouncing here and there and everywhere (bonus points for recognizing the phrase), collecting and harvesting all the things.
Every so often, an orange dynamic event comes up and I evaluate, “is this node more interesting or is that event more attractive?”
(Usually, the node wins, for the ten seconds it takes to harvest, and then I’m running over to spam 1 and dodge orange circles until the bouncy reward chests pop up.)
Rinse and repeat.
It’s a nice compact map, with high frequency of orange dynamic events, many doable solo or in small loosely assembling groups, and that seem to be less linearly linked to pushing some overall map wide meta.
Every now and then, a big “world boss” type of event triggers, and then folks are drawn in to a centralized location, naturally congregating into a big zerg to defeat it.
Feels good. Feels like a bit more like Core Tyria (with less NPC settlements or friendly NPC interaction.)
I am greatly reminded of my relationship with City of Heroes’ Incarnate Trials and Dark Astoria zone.
That is, I was deeply uncomfortable with Incarnate Trials (to the point where I canceled my subscription, not being as motivated in CoH as in GW2 to play the raids – my ego is a lot more vested in accomplishments in GW2, whereas I was already getting bored with CoH and not at all tempted by gear-improvement rewards) and only re-subbed and tried out the Trials when Dark Astoria came into the picture.
Dark Astoria was the alternative, the philosophical recognition that people who enjoyed solo content should also have a means to earn Incarnate shards and achieve Incarnate levels of power, albeit at a slower rate than those who played the trials in a group setting.
Now, of course, if you -wanted- to speed up your rate of shard earning and could put up with a raid group, then yeah, go ahead and raid. It becomes an option, not a necessity.
We’re not quite 100% there yet with Bloodstone Fen.
The big thing GW2 is still missing is an alternative means for Legendary Armor.
Given that a normal set of armor apparently takes them 8 months to make (ie. Legendary Armor takes even longer) and that this batch of experimental Envoy armor seems to be inextricably linked to PvE raid progress (and a bit of PvP and WvW) and is still far far away in its arrival, it’s little wonder that they’re keeping very very quiet about any possibility of a second set of Legendary Armor, gained by some other means.
Maybe if we’re lucky, ArenaNet will come up with an elegant solution involving build templates and resolving the rune/sigil problem, and nip the issue of extra functionality with a set of purple-named armor and then the whole lack of an alternative will be moot.
(Raiders having prestige cosmetics is okay, bonus functionality is not okay. To me, anyway. Philosophically. Ideally. Speaking from a better part of me.
In practice, if we wanna be pragmatic about things, up yours. I’m on the side with the shinies. Don’t we love Chinese pragmatism? Embrace the Dark Side, baby.)
But I digress.
Bloodstone Fen is a step in the right direction, a step that was missing and ought to have been there as the raids came into the GW2 picture.
(Too bad the raid team works so damn fast, as compared to the rest. Or so damn slow, if both Bloodstone Fen and the raid wings were -meant- to arrive during HoT launch. If only Anet had slightly better scheduling/project management…
On the other hand, Bloodstone Fen looks like it was cobbled together using a ton of re-used assets and specifically addresses a number of reaction feedback from HoT, so it does also look like a mad iterative stopgap scramble to band-aid fix some issues. All those elder wood nodes and leather/cloth salvage reward drops are no accident, for example.)
It generally functions as the soloer’s alternative, just as Dark Astoria did.
There is stuff to do. Stuff to earn. Aerial combat skills being one of them, and apparently there are now means to get HoT stats that were previously only found in raids (big philosophical no-no, there) in Bloodstone Fen.
It helps the soloer understand the White Mantle storyline, that was previously only being told in raids.
It puts easy-ish world bosses that utilize raid-like mechanics -just less punishing ones- into the open world, so that players have the safety of a zerg (aka people around to rez them) and uses it to introduce/scaffold raid-necessary concepts – like the use of the new special action key, break bars, dodging orange circles, running to specific defined locations aka non-orange circles to achieve some objective, etc.
(It’s a start. Then certain buffed up fractals take over the teaching, by ramping up the necessity for increased group coordination and communication and personal movement/dodging ability. More on fractals in another post later.)
Bloodstone Fen gives me my “easy fun” back.
And I’m happy about that.
In a totally chill, relaxed kind of way.