“Fun” vs. “Grind”

This entry was sparked by a post on the Nerfbat Forums. The question: “What would happen if people were presented with two routes: one involving a bit of effort but also some fun, and one which gets them to their goal faster and with less effort?” (Garumoo). To illustrate the point, check out this video: Piano Stairs. My response after the break.

The focus here is too much on the macro, rather than the micro. Let’s use an example:

I want to get to the other side of a zone called Jigsaw Hills. There are two methods to get from East to West:

  1. The first option is to teleport instantly to the other side for a small fee. We’ll call this the “Coin Option.”
  2. The second option is to play a very fun puzzle game for 60 seconds and get there for free. We’ll call this the “Puzzle Option.”

Jigsaw Hills is included in an expansion to the game, and is the last zone players are introduced to at the tail end of the level range.

On the first day that people hit the tail end of the level range, tons of people use the puzzle option. It’s a great, fun puzzle. It’s free! What a wonderful design. Every new wave of people uses the Puzzle Option instead of the Coin Option. Not only is it fun, it’s free!

The Puzzle Option is the “Fun” option, while the “Coin Option” is the “Grind” option.

After the first week, you start noticing more people migrate toward the Coin Option. There are still more people using the Puzzle Option, but it’s no longer vastly more utilized. This is because the people on the front end of the level curve have done it several times each, and now they just want to get where they’re going quickly.

After the first month, almost nobody ever uses the Puzzle Option. Everyone has maxed out and used the Puzzle Option half a dozen times. It’s no longer novel, it’s just an annoying time barrier. Now more than 90% of players going through the zone use the Coin Option–it’s faster, requires no effort, and it’s only a few mob kills of coin anyway.

Now the roles have flip-flopped. The Coin Option is the “Fun” option, and the Puzzle Option is the “Grind” option.

The question is not whether people will choose the path of least resistance over the most enjoyable path–invariably, players will eventually choose the path of least resistance. The question is, is it worth creating the more enjoyable path AND the path of least resistance (both in terms of development cost and in terms of gameplay)?

If you just create the more enjoyable path, will the “enjoyable” sustain? In the example listed above, the answer is obviously “no.” At some point, you’ve done the little game a bunch of times, and now it’s just a pain to have to play it for 60 seconds to get across Jigsaw Hills.

That would argue for only creating the path of least resistance–instant transportation. But, without the “free but takes time” option to complement this one, instant transportation completely trivializes travel and makes the world feel small.

So, what do you do? Most of the time, the answer is to meet the mechanic somewhere in the middle. Something that doesn’t completely trivialize travel and shrink the world, but isn’t terribly boring. Hence, the carefully-crafted flight path. It is designed to give you interesting visuals without significantly shrinking the world.

Does the carefully-crafted flight path ever get boring? Of course it does. You have to find the right amount of time to make it take for it to not utterly suck. In a game like WoW, some of their flight paths do take too long. But, it does seem to be the most attractive option.

To get back to my original point, the focus on that video is on the macro level; yes there are lots of people doing the fun thing. But, each individual (micro level) probably only does it on occasion after they’ve experienced it a few times.

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