Those words
right at the top there are the opening lyrics of Suburban Home, a song by punk band Descendents .In many ways it’s the archetypal eighties Californian hardcore/punk
track; a biley swipe at the status quo emanating from a group of disaffected
young people. They don’t like the stagnation of consumption-driven Middle
America. They don’t like society’s attempts to constrain them. They don’t like talking
frankly and often prefer the shield of sarcasm to carry their sentiments.
This type of anarchic protest runs through every era of American punk. I tend find it a little more interesting, however, as bands get older and begin to reflect upon their once-youthful selves. Instead of outright dismissal, we’re often witness to more thoughtful examination. This can go anywhere from simply exploring topics in a more objective manner, to harshly critiquing one’s very attitudes as a youngster. It’s this spirit of weary self-reflexivity that finds me compelled to re-evaluate them ‘orrible money-grabbing phone/browser games and wot I fink of them.
This type of anarchic protest runs through every era of American punk. I tend find it a little more interesting, however, as bands get older and begin to reflect upon their once-youthful selves. Instead of outright dismissal, we’re often witness to more thoughtful examination. This can go anywhere from simply exploring topics in a more objective manner, to harshly critiquing one’s very attitudes as a youngster. It’s this spirit of weary self-reflexivity that finds me compelled to re-evaluate them ‘orrible money-grabbing phone/browser games and wot I fink of them.
Last
time I delved into the grubby subject I was on message, as it were, spouting
off about their insidiousness and cruel ability to separate us from our money. I
spun it as a little story in an attempt to make it a bit more engaging for the
reader, going as far as personifying SimCity
Social (SCS) as a cackling business type, though I’m not sure if it entirely
worked. I was almost certainly drinking heavily at the time, which undoubtedly
made me more susceptible to the game’s revenue generating practices. Being
drunk made me reckless and impatient and SCS was more than willing to take my
money. To be fair though, so were the supermarkets and off licences that kept
me suitably lubricated along the way. All
told I ended up spending about fifty quid in a week on SCS, although that doesn’t
cover any of the booze that facilitated the whole episode.
It’s this
interaction between helplessness and power that I’ve always found fascinating
when it comes to these types of games. As Jamie Madigan discussed
on The Psychology of Video Games - and I attempted to convey in my own way
- games like SCS are constantly playing with us psychologically, trying to see
if we’re in a state to give them some money. While this time I’m looking at
flavour of the year match three puzzle
games, many of his SCS observations still hold true.
Typical freemium
puzzle games mete out rewards and mechanical additions in a very rhythmic
pattern; spiralling outward from a dense and stimulating early-game into an
increasingly dilated cycle of repetition. It is within these early experiences,
full of overwhelming progression and explosions of confetti and fanfares, where
a sense of false-power is created. We’re winning - constantly, it would seem -
and so we inevitably begin to feel a certain superiority over what we’re
playing. We are given free power-ups which make the game even easier, then
introduced to a means of purchasing them for ourselves. At this point we don’t
need them of course; we’re just too good at the game for that.
We’re all
aware of what comes next, for it seems that anyone with access to the internet
has, at some point, dabbled with the bit of the old free-to-play (F2P).
Difficulty begins to rise as if from nowhere and success starts to occur less
frequently. We’re offered those tempting power-ups again, the ones we wouldn’t
have thought about using a little while back. We run into the problem of
failing so many times that we aren’t even allowed to play for a couple of hours,
unless we invest some dollar. We’ve been had. Our sense of power was simply us
being gently indoctrinated by the game, our successes all preordained and
artificial. I understand that none of these observations are groundbreaking or
revelatory - they are frequently fielded criticisms - but I’m not convinced
that this narrative is really the only way we can frame our discussions of F2P
puzzle experiences.
Common
thought often attempts to redress the power/vulnerability
balance by highlighting the generosity
fallacy discussed above to show a game’s true
intentions. This enables a widespread dismissal of freemium puzzle titles
as meritless money guzzlers, bereft of any redeeming qualities. It’s this
perceived dishonesty within the games that appears to irk the people who
identify most closely with Traditional Video Games (TVG). (TVG meaning products
that are purchased and played in traditional and ‘legitimate’ ways on a home
computer or console, you know, proper
video games.) It’s why the games
press rarely discusses them beyond purely fiscal terms, except
when lambasting their evilness, though the King candy-trademarking debacle is ridiculous. It’s why I feel cheap and
dirty when I’m playing one on the tube, constantly telling myself that I’m ‘researching’,
and not simply lowering myself to the same level as my fellow Candy Crush Saga (CCS)-playing commuters.
At least the ones the mountains of bad press would have me believe are being
unwittingly exploited.
Knowing
something is wrong and still going along with it doesn’t alleviate the sins of
going along with it in the first place; it’s arguably worse. However, just like
that gleaming ‘one man’s freedom fighter is another man’s terrorist’ chestnut,
I think there’s scope to entirely reposition freemium puzzle games - especially
the match three variety - as examples of how stimulating gameplay experiences are
being created out of these much-maligned practices. As it stands at the minute,
I find much of the discourse surrounding them needlessly inflammatory, and just
a bit condescending towards the millions of people who happily play them.
Therefore:
I’d like to
posit that, instead of implementing the looming shadow of microtransactions to
gouge players of cash, developers are simply using the threat of having to pay
for something as a means of heightening tension within their otherwise
risk-free games.
A radical
stance to take, I know, but remember; I’m not necessarily saying that it’s true
in every case, simply that it’s another
way of looking at things.
While
advantages and extra lives can be paid for, it’s valid to argue that these are
simply options to be given to the impatient player - ala car packs in a racing
game - and not something designed to take advantage of our frustration and
momentary lapses in self control. Money is clearly made through the sale of these
things, but I think it’s okay to question whether this is simply a circumstantial
by-product of systems designed to introduce danger, and not a long-con cash grab.
Last week
Mary Hamilton highlighted the rather
derogatory terms flung about the person of Dungeon
Keeper for the iOS. Apparently
it’s not even a game because it’s
got more in common with a phone game than the old ones for the compewter. An
instance like this goes some way to showing how disquietingly insular TVG-espousing
individuals can often be. They were once crudely caricatured as fat and ‘orrible
crusty man-babies, though now I feel it would be more pertinent - though no
less reductive - to boil them down (for the sake of this discussion only) to a
group of stubborn old Yorkshiremen
bemoaning the very passing of time itself.
I understand
that F2P microtransaction payment models are still a bit foreign to the
business of video games as they stand today. Since we stopped going to arcades
and paying piecemeal for our experiences we’ve become accustomed to purchasing
large products for relatively large sums of money. That doesn’t necessarily
mean that alternative types of experiences, paid for in alternative ways, are wrong; they are simply different. The widespread
dismissal of an other is a terribly
dangerous practice, something the video game community as a whole would be best
to steer well clear of. Having a look at the vitriolic
responses to Ellie Gibson daring
to get behind CCS, however, shows just how earnestly people are willing to
defend their ideals, regardless of how exclusionary they prove to be.
I’m not
suggesting that the business model would be a valid option for All Of The Video
Games, or in fact, that it is even sustainable
as it currently
stands. Furthermore, I can’t argue with the notion that spending money on
F2P games is very easy. I’ve done it
myself. All I would say, though, is that a little more rational thought would
be welcome when we’re discussing new ways to play and pay for games. Some examples,
to go back to SCS, do overstate their
attempts to make money, but that’s generally to their own detriment and not
their players’. Players - even casual ones - aren’t idiots: if what they are playing isn’t enjoyable enough to
counterbalance the waiting, or the repetition, or the actual money they are
spending on it, then they will simply - as happened with SCS - stop playing.
Besides, the way microtransactions are implemented in management-style F2P
games is vastly different to their puzzle-based counterparts. Once you strip
away the waiting or expediting-through-cash in the former, you are left with
almost nothing resembling traditional (or otherwise) gameplay. The latter category
fares much better; still providing a limited number of fully-functional
gameplay instances per day to the non-paying player. To dilute any conversation
about a good (or bad) F2P game by
simply calling them evil - or worse, non-games - is to do a disservice to all video games and many discussions waiting
to begin.
Them
microtransactions in Candy Crush Saga can
be a bit of a bugger, I’ll agree. But for many people they aren’t an issue,
whether they choose to spend their money or not. I shan’t personally be playing
any more match three puzzle games on the tube. That isn’t because I’m morally
appalled by the way they make money, nor am I outraged at their (insidiously)
addictive nature. It’s because I’ve always found them to get repetitive after a
while, and besides, they’re just a bit too fiddly to play while standing up.