PC LOAD LETTER (Yes, this is about Game Design)

Watching one of my favorite modern comedies, “Office Space,” inspired me. What does “PC LOAD LETTER” mean? Well, that’s kinda the point. What DOES it mean? It’s ambiguous and uses a common acronym to mean something other than the accepted and understood meaning. How would I interpret it? “Go back to your personal computer and resend your document to the printer.” Naturally, I would be entirely wrong.

What does it actually mean? Well, literally, “Paper Cassette Load Letter.” Which translates to, “put some A4 size paper in the printer.” Could they have said LOAD A4 PAPER or something similarly clear? Sure, but then we wouldn’t have something so fun to criticize in nerd/office culture. (Note: If you want to read up on the meaning and origin of PC LOAD LETTER, go to Wikipedia.)

A few lessons here:

#1: Never use a commonly-known term for something completely different. PC means “personal computer,” thank you. “Letter” doesn’t translate to “A4 paper” in some countries. MMO means “Massively Multiplayer Online (Game).” Zooming out one level: Don’t play with people’s expectations. If you’ve set a precedent, don’t violate that precedent.

#2: Ambiguity is bad. Something as unclear as “PC LOAD LETTER” is synonymous with, say, “go find the way to start your epic weapon quest.” Sorry for the potshot, EQII, but it’s still a bad idea.

#3: Don’t arbitrarily invent acronyms. It instantly alienates people and makes understanding the game that much more difficult. Let players invent their own lexicon, don’t try to invent it for them.

The one I’m going to focus on is #2: Ambiguity is bad. Clarity is good. Ambiguous quest text and lack of direction do not translate to difficulty, they translate to frustration. Aimlessly wandering is never fun, at least not for normal human beings. The most recent example I have is with the new EverQuest II epic weapon quests. Apparently, part of the fun was discovering how in the hell to get your epic weapon. Players weren’t given any direction apart from “epic weapons exist now.” This was said well by Amana on the EQII forums:

Wonder what others feelings are atm about them trying to find their epics. For me i’m quite disheartened atm that we were not given a direction to follow. It would have been nice to see some kind of direction to be pointed in with patch notes, or allow us to return to our trainers to be guided by them. With epics I understand there comes a level of difficulty, however imho it should not come with just trying to start the quest or find the starter itself.

S/he hit the nail on the head. I didn’t even know about that post until after I first wrote this, but that is exactly the reaction I expected, because it’s the right reaction to have.

This applies to many aspects of game design, not just quests. Players should know where they can go to gain levels, they should know where to go to get new spells, how to embark on a crafting career, where to actually do a quest they’ve already obtained.

Really, it can apply everywhere. Ambiguity doesn’t lead to fun and it isn’t difficulty, the fun and difficulty should be in what the player is actually doing (not discovering how they can attempt to do it).

I’m not talking about raid mobs (or anything similar) either–the mystery involved in discovering the tactics to kill a raid mob are great, and ARE part of the fun. Ambiguity that wouldn’t be fun: that same raid mob lives in some impossibly obscure location that you can’t even get to unless you type “I challenge thee” in front of some rock in the middle of nowhere, and there are 0 hints about it anywhere.

A quick tangent before I close things out: In point #1, I zoomed out and noted that you shouldn’t set precedents and violate them yourself. You also shouldn’t violate common precedents either. For example, if someone has a floating yellow exclamation point over their head, they should have a quest, not be an aggro mob. That precedent is set. If all of your quests tell players where to go to perform them, don’t throw a few in there without any direction. A violated precedent is a worthless precedent.

The main points to take away are:

  • Clarity is key. Ambiguousness is not fun. Give clear direction to players.
  • Don’t play with people’s expectations. If you set a precedent, don’t violate it or its not a worthwhile precedent.

Don’t go the way of old-school HP laser printers; avoid a PC LOAD LETTER of your own.


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