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Gaming Instincts

HamHamJHamHamJ Registered User regular
edited September 2008 in Games and Technology
There's something that I've noticed before but that was really apparent today so I though I'd make a thread about it:

When you've played enough video games, you start to develop instincts that just make you better at video games. Put another way, "gamers" are in possesion of a collection of memes that enhance their ability to do well at games.

What brought this to mind is that today we got Mario Kart and the Wii Zapper and I busted them open and my mom and I tried them out for a while. Both of us started out doing the same races in Mario Kart and while she did fine (with a 1st place and like a 2nd place) I not only got 1st place all the way through the first circuit but did so by and large by a half a lap or so. This was the first time playing the game for both of us.

And on Link's crossbow training, I racked up two bronzes and silver on my first cold run through the first three levels while she didn't even get a bronze on level 1 after a half-dozen times playing on Practice.

Even without reading the manual, I could easily grasp things like "oh, the gold targets are extra and it looks like I get more for combos with no misses in between" and "probably shouldn't shoot that one with the blue X thing" and "I bet that ruppe is worth a bunch of points, not to mention the meteor". But she did not. And things that I ignored as obviously decorative she tried to walk through.

And this is not, I think, because I'm younger and adapt faster or something because I notice the same thing with friends I have who are my own age but don't play nearly as many games.

Nor is it a matter of pure ability or reflexes, cause my mom can totally kick my ass in Wii Tennis now.

I admit that all of this evidence is anecdotal, but it back up the logical point that most games are pretty similar in many ways to a lot of other games. And thus by being familiar with the usual "tools of the trade" you do not start each game with a blank slate.

The main point of application for this idea is I think that when a game breaks the conventions and tropes we are used to, it comes across as either revolutionary or horrendiously bad. Thus a lot of games that use non-standard mapping for things like jumping and shooting will just not feel right.

Thoughts?

While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
HamHamJ on
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Posts

  • AroducAroduc regular
    edited August 2008
    Hand-eye coordination is improved with practice.

    That shit's bananas!

    Aroduc on
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited August 2008
    Well, of course. :)

    Even "revolutionary" games are usually based on a hodge-podge of familiar "gameplay ideas" so to speak. I'm not sure I would call them instincts - just learned skills.

    admanb on
  • VicVic Registered User regular
    edited August 2008
    Maybe your mom just sucks.

    Vic on
  • FoodFood Registered User regular
    edited August 2008
    It has nothing to do with hand eye coordination, it's just things that gamers know. For example, someone who's never played a zelda game and walks into this room:

    C_02.gif

    Wouldn't immediately go push that block into place like you or I would. It's interesting because one of the things that people trying to design casual games need to do is to implement game design based on common sense and not gamer common sense, if that makes any uh... sense.

    Food on
  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    I though this was the thread about gaming insects and now I'm sad it isn't.

    The_Scarab on
  • Roland_tHTGRoland_tHTG Registered User regular
    edited August 2008
    I totally agree with th op, but only because I was playing video games when most of you guys were still a gleam in your ol pappy's eye.

    Roland_tHTG on
  • admanbadmanb unionize your workplace Seattle, WARegistered User regular
    edited August 2008
    Food wrote: »
    It has nothing to do with hand eye coordination, it's just things that gamers know. For example, someone who's never played a zelda game and walks into this room:

    C_02.gif

    Wouldn't immediately go push that block into place like you or I would. It's interesting because one of the things that people trying to design casual games need to do is to implement game design based on common sense and not gamer common sense, if that makes any uh... sense.

    That's a good example, but there's so much more they could do with it.

    Someone with minimal gaming experience also wouldn't know:

    That water is dangerous (a logical thing to gamers, who expect game worlds to be divided into accessible and fatal areas).

    That almost anything moving is dangerous.

    That anything that doesn't look like floor or water is probably important.

    That blocks can even be moved.

    Games encourage a certain division of the world into section. Interactive elements vs. uninteractive elements. Safe areas vs. dangerous areas. Etc etc etc. As gamers we're used to the cues given by the designers, but we learn those cues by playing game after game that use similar cues (or at least cues that work on the same logical levels).

    admanb on
  • TigTig Registered User regular
    edited August 2008
    Zelda is a particular offender, as a game which is full of hoary old series traditions which gamers take as standard but would make no fucking sense to the general populace

    Tig on
  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    The disctinction between interaction and background also.

    For example, my non gamer friend playing Braid kept trying to jump onto 'platforms' that were actually just part of the background image.

    The_Scarab on
  • chasmchasm Ill-tempered Texan Registered User regular
    edited August 2008
    There have to be instincts of some kind. I see people who can't even figure out how to get into levels in Lego Star Wars, ffs.

    chasm on
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  • ZackSchillingZackSchilling Registered User regular
    edited August 2008
    Portrait of Ruin, the second of the DS Castlevanias, was terrible at the whole platform or part of the background thing. Drove me nuts.

    ZackSchilling on
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  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited August 2008
    chasm wrote: »
    There have to be instincts of some kind. I see people who can't even figure out how to get into levels in Lego Star Wars, ffs.

    This is a bad example. Even some veteran game players can be confused by a lack of menu options or an overworld system that doesn't automatically snap-to-target to select the next zone.

    I'd say that this is more like mnemonic recall or a kind of Pavlovian response and less about being instinctual (which suggests a knowledge about subjects that are, in fact, unknown).

    Santa Claustrophobia on
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  • voodoosporkvoodoospork Registered User regular
    edited August 2008
    I think instinct is probably the wrong word. Highly transferable basic skill set? Sure.

    The closest thing to instinct would probably be dungeon navigation. Being able to predict the dead ends so that you can hit them first for the goodies is really just a less easily quantifiable skill though.

    voodoospork on
  • Death of RatsDeath of Rats Registered User regular
    edited August 2008
    How about the rule of threes? If you face an enemy more than once, more than likely you face them three times. If you have to do something more than once, more than likely you'll have to do it three times.

    It's just like how there's almost always 7 things you have to collect. 7 or 3. If you're shown how to do something or given something, you will more than likely be immediately putting that new item/skill to use.

    Death of Rats on
    No I don't.
  • ZombiemamboZombiemambo Registered User regular
    edited August 2008
    After playing Gears and Counterstrike for a while I can usually predict where people will move and how they will act. It's kind of cool having this "sixth sense" and knowing how your opponent will react to the situation.

    Zombiemambo on
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  • ZackSchillingZackSchilling Registered User regular
    edited August 2008
    I work in tech support a lot and I see the same thing in people who use computers a lot and those who barely use them or use them as glorified typewriters. Those who use computers a lot tend not to need training in new software and can find out on their own how to accomplish what they need. Those who are "unexperienced" tend to need a lot of step-by-step instruction. Unfortunately, step-by-step instruction is what tends to make those users inexperienced in the first place.

    The same users who claim inexperience and need a lot of help do not tend to play games either, especially those that have complex and changing game mechanics. I think instinct is the wrong word but there's something deeper than having quick hands or having played a million other games at work here. It's about the way a person observes the world around him and his brain's proficiency for processing these observations into a working mental models.

    ZackSchilling on
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  • ZombiemamboZombiemambo Registered User regular
    edited August 2008
    'Intuition'?

    Zombiemambo on
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  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2008
    The_Scarab wrote: »
    The disctinction between interaction and background also.

    For example, my non gamer friend playing Braid kept trying to jump onto 'platforms' that were actually just part of the background image.

    Stuff like this is common.

    When I got the PS3, my dad asked "So...what are you going to do with your PS2?" I told him "Maybe give it to a friend," and he was like "Well...if he doesn't want it, I'll take it." So I gave it to him. The next day he went to GameStop and picked up a couple sports games and some Medal of Honor games (he's a WWII buff).

    He tried playing Medal of Honor: Frontline, but tried to play the game like, well, a real soldier, which severely hampered his enjoyment of the game.

    UnbreakableVow on
  • Mr. GMr. G Registered User regular
    edited August 2008
    The only real instinct I have is that A is always jump and any game where A is not jump is wrong.

    Mr. G on
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  • ZackSchillingZackSchilling Registered User regular
    edited August 2008
    That's a pretty good term, I suppose. Some games are more intuitive than others. The more intuitive they are, the less intuition you are required to have.

    ZackSchilling on
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  • chasmchasm Ill-tempered Texan Registered User regular
    edited August 2008
    My dad has entirely too much fun with the Death From Above mission in Call of Duty 4.

    chasm on
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  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2008
    Also, while I realize it's certainly not a bad game, I really hated Bionic Commando Rearmed, because I keep wanting to jump.

    Doesn't matter how long I play it, it's 2D, "feels" like Contra, and I want to jump.

    UnbreakableVow on
  • The_ScarabThe_Scarab Registered User regular
    edited August 2008
    Mr. G wrote: »
    The only real instinct I have is that A is always jump and any game where A is not jump is wrong.

    Wrong. On the Genesis C is jump always.

    The_Scarab on
  • Andy JoeAndy Joe We claim the land for the highlord! The AdirondacksRegistered User regular
    edited August 2008
    I could swear I remember Tycho mentioning this issue in a newspost a long time ago.

    It's definitely true; there are things that long-time gamers will do automatically that would make no sense, initially, to new people. Smashing everything destructible in every new area for items, health, etc. is a good example. It's second nature for anyone who played a lot of Zelda games as a kid, but there's no logical reason for someone without that experience to do it.

    Andy Joe on
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  • harvestharvest By birthright, a stupendous badass.Registered User regular
    edited August 2008
    Namco is supposedly making Video Game Training DS which aims to teach players these kinds of basic interchangeable skills.

    harvest on
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  • AntihippyAntihippy Registered User regular
    edited August 2008
    The_Scarab wrote: »
    The disctinction between interaction and background also.

    For example, my non gamer friend playing Braid kept trying to jump onto 'platforms' that were actually just part of the background image.

    Stuff like this is common.

    When I got the PS3, my dad asked "So...what are you going to do with your PS2?" I told him "Maybe give it to a friend," and he was like "Well...if he doesn't want it, I'll take it." So I gave it to him. The next day he went to GameStop and picked up a couple sports games and some Medal of Honor games (he's a WWII buff).

    He tried playing Medal of Honor: Frontline, but tried to play the game like, well, a real soldier, which severely hampered his enjoyment of the game.

    Get him a PC and buy him Operation Flashpoint.

    Or something.

    Antihippy on
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  • SkutSkutSkutSkut Registered User regular
    edited August 2008
    I blame the old adventure games for our out of the box thinking.:lol:

    Stuff like you're trapped in a well and there's a rope, but you don't climb the rope you soak it in oil and set it on fire to find the secret tunnel.

    SkutSkut on
  • ZackSchillingZackSchilling Registered User regular
    edited August 2008
    harvest wrote: »
    Namco is supposedly making Video Game Training DS which aims to teach players these kinds of basic interchangeable skills.

    While I'm all for making games more accessible, that strikes me as a tremendously silly idea. Games are supposed to be fun and good game design is supposed to relate the skills to you before you need them.

    "Oh, if only someone would teach me how to be good at video games!"

    "Now class, turn to page 213. Today's lesson will be on the finer points of party management. Right before a pivotal story battle, generally indicated by healing items in a small, screen-sized, otherwise empty room (see chapter 6 for more details), be sure to assign the best equipment to to the core members of your party, as auxiliary members may soon die permanently or defect in a cinematic, taking that hard-earned loot with them. Now, a quick note on unwinnable or otherwise scripted battles..."

    ZackSchilling on
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  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2008
    harvest wrote: »
    Namco is supposedly making Video Game Training DS which aims to teach players these kinds of basic interchangeable skills.

    While I'm all for making games more accessible, that strikes me as a tremendously silly idea. Games are supposed to be fun and good game design is supposed to relate the skills to you before you need them.

    "Oh, if only someone would teach me how to be good at video games!"

    "Now class, turn to page 213. Today's lesson will be on the finer points of party management. Right before a pivotal story battle, generally indicated by healing items in a small, screen-sized, otherwise empty room (see chapter 6 for more details), be sure to assign the best equipment to to the core members of your party, as auxiliary members may soon die permanently or defect in a cinematic, taking that hard-earned loot with them. Now, a quick note on unwinnable or otherwise scripted battles..."

    I think that may have been sarcasm.

    At least I hope so.

    UnbreakableVow on
  • AntihippyAntihippy Registered User regular
    edited August 2008
    SkutSkut wrote: »
    I blame the old adventure games for our out of the box thinking.:lol:

    Stuff like you're trapped in a well and there's a rope, but you don't climb the rope you soak it in oil and set it on fire to find the secret tunnel.

    See, I'm different .

    I blame Resident Evil.

    Antihippy on
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  • SchideSchide Yeoh! Registered User regular
    edited August 2008
    SkutSkut wrote: »
    I blame the old adventure games for our out of the box thinking.:lol:

    Stuff like you're trapped in a well and there's a rope, but you don't climb the rope you soak it in oil and set it on fire to find the secret tunnel.

    Or anything mentioned in this particular section of the SA Manhunter LP. http://fromearth.net/LetsPlay/Manhunter/Update%2013/index.html

    Schide on
  • CouscousCouscous Registered User regular
    edited August 2008
    I blame adventure games for my need to keep nearly everything that may be of use later on. I know that the game won't become unwinnable because I dropped my starting gear, but I still feel the need to keep it.

    Couscous on
  • SkutSkutSkutSkut Registered User regular
    edited August 2008
    Schide wrote: »
    SkutSkut wrote: »
    I blame the old adventure games for our out of the box thinking.:lol:

    Stuff like you're trapped in a well and there's a rope, but you don't climb the rope you soak it in oil and set it on fire to find the secret tunnel.

    Or anything mentioned in this particular section of the SA Manhunter LP. http://fromearth.net/LetsPlay/Manhunter/Update%2013/index.html

    Yea those too. That was a good read, read it about 2 months ago.

    SkutSkut on
  • DarkPrimusDarkPrimus Registered User regular
    edited August 2008
    Grey [noun] = cover.

    Red [noun] = explode.

    DarkPrimus on
  • HamHamJHamHamJ Registered User regular
    edited August 2008
    I used "instinct" because it's the closest layman term to what I'm getting at, imho. A more accurate terminology, which I also used, is "meme". These are memetic phenomenon.

    The idea that water, no mater how friendly and harmless it may look, is evil and will kill you is a meme that we've all picked up from one of the many games that use and it has propagated because it is effective from a game design stand point and simply because it has been in lots of popular classic games. Someone who has not aquired this meme is entirely unprepared to deal with it and has to learn it when they encounter it for the first time.

    Also, you mentioning it made me realize that that whole thing in Psychonauts was a a truly brilliant justified trope.

    "It's a gypsy curse thing."


    I would like to also expand on a point someone mentioned: in making "casual" games, it's not enough to simply make them "easy" (that is, not Nintendo Hard) but also intuitive to someone not familiar with video games and not possesing a vast reposatory of relevant memes.

    Also, a lot of memes take hold because they are effective. Someone however are there simply because some orignal game had it and then every other game that copied it also had it and now it's become "iconic" and "classic". The latter should probably be weeded out in making new games.

    HamHamJ on
    While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
  • AntihippyAntihippy Registered User regular
    edited August 2008
    I think that the term "conditioning" should be a great help to you.

    Antihippy on
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  • TerrendosTerrendos Decorative Monocle Registered User regular
    edited August 2008
    Well, playing lots of video games works the parts of the brain that recognize certain patterns, as well as the spacial representation parts. Naturally, someone who has played lots of games would have an edge over someone new to them.

    Other times, people draw direct similarities to other games that gives them an edge. For instance, I am pretty terrible at Halo (I don't own an Xbox or a 360, and I'm not fond of the game in the first place) but I used to play a lot of TF2. When my friends pulled out Halo 2 back around January I discovered that the trajectory of the sticky grenades was identical to the oneused by the Demoman's primary weapon. From that point on, any map with sticky grenades saw me getting 10 or so sticky kills. It was quite a surprise for my friends, who would ordinarily kill me rather frequently, to suddenly have me as a rather potent threat.

    Terrendos on
  • UnbreakableVowUnbreakableVow Registered User regular
    edited August 2008
    Wow, harvest totally wasn't kidding.

    http://kotaku.com/gaming/minigames/namco-bandai-to-release-video-game-training-ds-seriously-333189.php

    I wish he were.

    EDIT: Although apparently it's a WarioWare clone that makes you play small sections of games, like how in WW you had to walk through the door in The Legend of Zelda.

    That actually doesn't sound that bad.

    UnbreakableVow on
  • bamjobamjo Registered User regular
    edited August 2008
    The Zelda series is like a thought process unto itself. I think part of the reason it results in such bizarre learned responses is because it really has very few original ideas. Many puzzle elements, items, and AI behaviors are completely recycled in subsequent games.

    For example I was playing Twilight Princess for the first time at a friend's house. We got to a boss (I forget which) who started shooting projectiles at us. I knew right away that "swing sword> reflects giant lightning ball> hit boss 3 times = win." I knew that not because "well a steel sword logically should reflect electricity (not really)" or because the game gave the player any hints, but because Zelda has been pulling that shit since the NES.

    It seems to me what we as gamers chalk up to intuition, is mostly just a learned response to lack of imagination on the part of game designers.

    bamjo on
  • ZackSchillingZackSchilling Registered User regular
    edited August 2008
    bamjo wrote: »
    It seems to me what we as gamers chalk up to intuition, is mostly just a learned response to lack of imagination on the part of game designers.

    You're thinking too high-level. Here's an example of an intuitive piece of gameplay. Holding down the jump button longer makes your man jump higher in most 2D platformers. Imagine if you couldn't figure this out. If this piece of information wasn't instantly transported into your mind almost subconsciously after playing a game for 3 seconds, how would you enjoy games?

    ZackSchilling on
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