What Do I Have to Gain, And What Do I Stand to Lose?

With so many goals on my mind lately, it probably comes as no surprise that one of the books I’ve recently been reading is a pop psychology one by Heidi Grant Halvorson, pithily entitled “Succeed – How We Can Reach Our Goals.”

What I do like about it is that it’s an easy reading, almost-conversational-blog sprinkled-with-humor style summary of what appear to be fairly crunchy concepts in research, just distilled without having to wade through pages of jargon down to a level where a layperson can grasp the surface and make use of.

One of the more interesting summarized concepts was that a person can have a promotion or a prevention focus when it comes down to chasing goals.

Promotion-focused goals are thought about in terms of achievement and accomplishment. They are about doing something you would ideally like to do. In the language of economics, they are about maximizing gains (and avoiding missed opportunities).

Prevention-focused goals are thought about in terms of safety and danger. They are about fulfilling responsibilities, doing the things you feel you ought to do. In economic terms, they are about minimizing losses, trying to hang on to what you’ve got.

This goes a long way towards explaining my puzzlement at the odd sense of relief I get when successfully completing a raid boss, as contrasted by the elation I see other people experience.

When you set a goal for yourself and reach it, you feel good. That much is obvious. But what does “good” feel like?

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 I read the above paragraphs, I was amazed at just how right on the money it sounded.

Some of this subconscious choice of focus might be due to personality, or culture, or upbringing, but evidently I skew a lot more towards prevention where this is concerned.

(East Asians are enmeshed in a culture that revolves around saving face, it rubs off, even if you’d like to be optimistic and gain-focused. Singaporeans have the terms “kiasu” and “kiasi” – the Hokkien root word “kia” literally means “fear” or “afraid.”)

We could share the same goal of wanting to down the raid boss, but where someone else might be focused on the -gain-, on the prize and rewards and prestige and glory and satisfaction of a successful kill, my focus tends to end up on:

  • “I hope I’m not screwing up too badly, to the point that they kick me, cos that will mean more difficulty and obstacles in the path of Legendary armor collection” or;
  • “This group is not doing so well, we’re missing something, what are we missing, where is the flaw in the team that stands in our path of success, how can this flaw be fixed, either by the person responsible -is it possible to communicate this flaw without a drama blowout- or by me covering what’s missing.”
  • “What else can I be doing to ensure success? Am I making mistakes that I need to avoid or not do so much of? Am I fulfilling my roles and responsibilities in a raid without slipping up?”

Little wonder by the time a group I’m in first successfully downs a boss, I’m exhausted and relieved.

As for the opposite feeling, Halvorson had this to say:

The focus of your goal also determines the particular kind of bad you feel when things go wrong. In fact, Higgins first discovered the difference between promotion and prevention when he was trying to explain why some people reacted to their failures with anxiety, while others reacted by sinking into depression.

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.

Suddenly I understand why I ended up keyed up in a ball of nervous thwarted frustration in the early days, without the safety of a static group to fall back on.

I needed that safety, that ego defence of:

a) you have successfully killed all the bosses, ergo you do not suck,

b) you have a static group that can successfully kill all the bosses weekly, ergo your achievement plans are not threatened,

c) you have a respectable amount of face-saving legendary insights, sufficient to make Legendary Armor even if your raid group crumbles overnight (notice the urge to catastrophize)

From afar, it’s a little bit sad that my initial motivation seemed to stem more from a place of fear, of danger avoidance, rather than “fun” or gain-seeking.

It does help to explain why other people seem to get a lot more positive kicks out of raiding than me, though.

(That’s not to say I’m incapable of promotion-focused goals. I find I’m more able to focus on that kind of stuff -now-, after the “safety”/”avoid danger” bits are already resolved.

I’m more able to relax and look for gains and “fun” now that a lot less is “at stake” – even if the stakes only really existed in my head.)

The silver lining to this ever-so-slightly neurotic cloud is that prevention-minded pessimists like me are apparently very good at self-monitoring and future improvement. We can’t help but keep thinking of “what can be done better next time” and picking apart our mistakes like it’s the end of the world to commit one.

Optimists, on the other hand, are more liable to say, “well, it could have been worse if I had done this, or if that happened…” in order to make themselves feel better, which according to Halvorson, means they tend to blind themselves more to their own faults to protect their ego, and thus improve at a slower pace than worry-wart pessimists, if at all.

True, all the above is a simplification and a generalization. Optimists vs Pessismists or Promotion vs Prevention dichotomies don’t exist only in black or white terms.

In reality, a person can vary between being pessimistic and optimistic from one moment to another, or choose to be promotion-focused for goal A and prevention-focused for goal B, and it’s probably useful to be aware and consciously decide to do so.

But as a high-level concept, I thought it was fairly interesting to be able to categorize our tendencies to think along two major paths that way.

Blaugust Day 27: The Worst That Could Happen When “Raids” Hit GW2

Yesterday, as all the leaked news spread across Reddit increasing the hype level, I scribbled down a blog post draft at work, reacting to the cheap trigger word of “raids” and explaining why I have an almost illogical and irrational emotional response to the term.

(Bottom line: Old memories of a time when I was definitely less mellow, more prone to acting on obsessive/hardcore behavior that did not prioritize anything but “winning” and concerned with looking good in the eyes of others.

In other words, if you give me a typical raid setup, I’m liable to do my best to climb the ladder all the way to the top, to hell with rl priorities like work, sleep, eating, hygiene, whatever.)

Then I promptly forgot to bring said scribbled notes home to expand into a post.

One TV show, one good meal, one warm shower, one series of guild missions and a nice long streak of Trove-playing plus old TV show watching, revisiting Steam game Recettear on a whim and 8 hours of sleep later, I have mellowed down to the point of almost treating the whole thing like a non-issue.

Oh, don’t get me wrong. I am still deadly serious on one thing.

If the raids in GW2 are done badly, if they are designed in such a way that they promote increased player toxicity, a worsening community, and a personal impulse to act obsessively at the expense of my other real life priorities, I -will- be quitting the game that I no longer recognize.

But that statement is not meant to be read as any kind of histrionic threat (not that Anet would care, they’re not even a sub game, y’know?) but more as a statement of fact that it would be in my best interests to do so.

It’s just like if, for example, I knew I had a gambling problem – if I was addicted to lockboxes and due to however my brain was wired, unable to control myself from exceeding a reasonable budget at the expense of my real life, then it would be in my best interests to not even come near a game that offered that sort of thing as a design choice.

I did it once before with City of Heroes and Incarnate raids, after all. I just didn’t enjoy the gameplay. I didn’t appreciate that group content gave exclusive rewards that soloers couldn’t strive for, essentially “forcing” players into one style of play. The community had taken a u-turn since the implementation of loot systems and tiered raids were the culmination of that. Ultimately, I just threw up my hands and quit, rather than make myself and others upset by ranting and raving and writing walls of text on why the devs shouldn’t do X or Y.

Part of the fear and gut reaction to the prospect of quitting is this holdover idea that one needs to be “faithful” to a particular MMO, that an MMO is for life, that one has invested -so- much into playing a particular game that it’s hard to let go.

Last night rather nailed it in that there are so many other games that I could be playing and occupying my time and attention with, that I shouldn’t have to even worry at all if I find one game no longer suits me.

So this Saturday morning, as I scramble to catch up with all the belated Blaugust posts that I consciously chose to put aside to prioritize work + games on weekdays, in the more logical light of day, I am finding it all a relative non-issue.

Yes, I would still feel a little sad if the game I loved took a turn for something that I no longer enjoy or recognize. I would be saddened to break social bonds that had formed as a result of the game and leave those communities for other horizons.

But you know, it’s not like it is something that anyone is immune to. Even the big kahuna World of Warcraft has had periods of big sweeping change, and I’m confident to hazard a guess that each time, it knocked loose some people who could no longer enjoy the game it had become.

So, even while I’m hopeful that things won’t be as bad as my irrational emotional fears are making things out to be, an honest, pragmatic look at the worse case scenario that -could- happen reveals that even that situation isn’t the end of the world. Just the end of me playing one game.

(Which does sound scary and final, similar to how the phrase “losing your job” might stir uncomfortable emotional feelings in the pit of one’s stomach. Realistically though, it’s not like that one job was IT, there are many other jobs out there that one could also be doing – and after an initial period of pain aka limited funds, the goddamn job hunt and interviews, etc. – one might find that the next job turns out better than the last.)

This post was brought to you by the letters B for Birthday, Belghast and Blaugust, and the number 27.

CoH/NBI: Screenshot Nostalgia Trip #5 – Scary Places

This one might also double up as a “The Scariest Place” themed post for Murf’s NBI Screenshot Challenge, except I have trouble deciding which one might be the scariest in terms of looks, nor were they exactly scary to the player most of the time either.

So I will leave it to Murf to decide which, if any, counts as part of his challenge, and continue on to the nostalgia. 🙂

coh_drvahz

In a world primarily composed of office and warehouse tilesets, Dr. Vahzilok’s set piece lair in the sewers was rather memorable. Dr. Vahz is also pretty spooky in his own right, teeny featureless face in a massively brutish body cobbled together from various bodies.

coh_cot

The Circle of Thorns are kinda magically demonically spooky… and then there were the endless Oranbega maps which nearly everyone dreaded, with its neverending corridors, connected by portals that would never let you through (your whole team would get through on the first or second try, but you’d just keep bumping and bumping into them and getting teleported back a dozen times), plus more portals that you had to close at the end (all twelve or thirteen of them, behind the narrowest tunnels and corner curves one can never spot) with the constantly respawning demons… which then got nerfed into not giving ANY xp after some patch or another…

coh_hole

Then there’s falling….

seemingly forever…

…down something that looked like the petrified gullet of a ginormous beast.

(This might have been the Eden trial, but I’m not 100% sure anymore.)

coh_maw

A set piece mission map villain-side, but I can’t remember what it was about either. I just remember the very ominous looking cavern at the end, shaped like a big ol’ toothy maw.

coh_arachnos

Arachnos-controlled areas were ominous, in a shadowy kind of way.

coh_worldburn

A hero-side map (Croatoa, I think) that happened to have a nice set piece of it being aflame, with the conceit of this screenshot implying that my fire/fire dominator and his imps were the scary badasses to blame.

coh_notskyrim

I believe this was one of the “more recent” set piece maps that entered the game nearer the end of its lifespan. I was pretty impressed by the update in graphical style, this spooky crypt entrance to a cave system looking like something that might belong more in Skyrim (or Legend of Grimrock, at least) than City of Heroes.

I dunno, I find it hard to judge what’s scary or not, because the honest truth is that I don’t really find even games specifically in the horror genre “scary” these days.

FEAR was effective on me because it was one of my first introductions to the concept of horror movie jump-scares being used in a first-person shooter game.

(Also, they twisted the then-common expectations of the time – ie. you’re always safe on ladders cos you were locked in a ladder climber animation and it would be unfair to present a player with a situation if you give them no animations to react with – almost reach the top and AHH, freaky little girl face staring right at you and then ghosting away. These days, stuff is sophisticated enough to let you dangle from ladders and shoot now, I think.)

But then I started watching a couple of horror movies and being mostly squicked out rather than scared per se at the repeated tropes that lent themselves more to gore and gross-out factor, and recognizing jump-scares for being what they were, and then I played Doom 3 and most of the horror kind of drained out of the genre from the endless repetition, and by the time everyone was singing the praises of Amnesia, I got about fifteen minutes into the game before getting bored out of my skull from the darkness and sneaking and “you don’t actually see anything but there’s spooky horror sounds and shit, and if you don’t act like how we want, it’s an instant game over, try again” mechanics…

…and stuff just stopped being scary for me because I ended up viewing them from a more meta design or film-critical lens.

“Ah, note the shaky camera angle meant to imply uncertainty in the protagonist, or induce a sense of motion-sickness in the viewer/player.”

“Here comes the mysterious magical little girl/doll meant to prey on our mental imagery of small female children being vulnerable and helpless and needing to be protected, turning instead into a monstrous crone figure or a giant threatening vulva or yeah, something of that nature.”

Also, there’s that whole ‘game’ aspect: it -is- a game, the real self is one step removed, the character you’re playing is in a scary, threatening situation, but you’re not. (At least, I hope you aren’t. Don’t look out the window at night while you’re mucking about with fictional horror, yeah?)

NBI Writing Prompt: I could cop out and ask you to tell me about (or show me screenshots of) things you find scary (or not) in your games.

Or I could ask you to write about stuff that scares you, and whether or not you have the same response in games.

(eg. Snakes and scorpions freak me out in real life, and I generally have a big healthy fearful respect of any critter that’s venomous or fatally dangerous to a human and am perfectly ok with this response and not interested in dulling this instinct.

A picture of a snake or scorpion in a game or a video is okay, no problems with that.

In real life though, I’ll just be way over there if something that could kill me is over here though.)