So named for the behavior's tendency to cause frustration in those players who adhere to the traditional goals of the game, griefing most often involves the deliberate undermining of teammates' designs, sometimes extending to the outright killing of team members. Thusly, griefing has become a dirty word for many gamers. It would seem, however, that griefing is a practice limited to games with multiple human participants. After all, it is hard to imagine a player griefing themselves or NPCs. In fact, when applied to many single player games, deviating from the objectives presented by the game is either deliberately made impossible by the developers or simply results in game over. These games usher the player along a certain fixed number of paths, to a minimum of one. Sometimes these limitations are fun in and of themselves; the player gladly runs the gauntlet set before them, considering it a challenge. But as games get bigger, more realistic and more complex, we as players find ourselves increasingly noticing games' limitations.
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| "But my girlfriend is in there!" "Sir, a lot of peoples' girlfriends are in there." |
Obstacles like invisible walls are notorious sources of frustration for players and serve only to break any sense of immersion that the game had previously elicited. Worse still are insubstantial physical obstacles that are inexplicably insurmountable. These situations are as ludicrous as a single dumpster blocking the entrance of an alley from your 6'4", 250 lb. special forces character, or a plywood door preventing that same character (who is carrying an assault rifle and several types of explosives) from entering a room simply because "it is locked." We as players roll our eyes at these blatant ploys to force us along a particular progression of events, but there is often nothing we can do about them. Creative level designers disguise these barriers more convincingly, such as by blocking the alley with a pile of flaming cars or replacing the wooden door with a steel vault door. It's simply more believable.
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| "On second thought, this grenade ought to save me a few hours of searching..." |
The presence of setbacks like those outlined above does not necessarily destroy a game's fun factor, but it certainly breaks immersion and undermines the believability of any situation. Offering the player realistic choices based on the abilities of their character opens up an assortment of gameplay options for the developers and those tenable alternatives add tremendously to a game's potential enjoyability. This is because, as gameplay is diversified, the boundaries of genre become less defined and the game gains depth.
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| Deus Ex: Human Revolution blurs the lines between FPS, RPG, and Stealth Action game. |
This added range of playability also brings the added bonus of reaching a wider audience. Where previously certain facets of players' tastes were sated by a single game, now more than ever games can offer multi-dimensional enjoyment. What's more, games have reached a point where the measurable effects of increases in their graphical power and scale are minuscule compared to their possible upgrades in functionality and depth. From a development point of view, this means that all the time spent making a game beautiful and vast can now be spent improving the experience. Thankfully, there are a lot of promising experiences releasing this year. What say you, players? Are you ready for the next great adventure, or the next innovative way to grief?


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Griefing is often not so much affected by poor game design as poor person design. That being said, I have had some hilarious good times griefing. Anyone who has ever read the comments section on a youtube video knows that there are a lot of dumbasses on the internet, and when I am forced to share my video game experience with them....well. Grief happens.
ReplyDeleteGriefing is normally a product of boredom or frustration. Either the game is not challenging/rewarding enough so other amusement is found (at the expense of other players), or the game is so frustrating (or the other players are so frustrating) that you turn on the game and your comrades.
Sure, griefing is its own game in a lot of ways. Multiplayer anonymity is a powerful motivator for it. Like you said, griefing can come from boredom with the game, but its appeal may be lessened by an increased appeal of the game itself. It's fun to notice the similarities in single player experimentation and multiplayer griefing. A player can do all kinds of horrible things contrary to an NPCs suggestions, but it only becomes irritating when done in a social setting. Otherwise it can be justified as exploring the boundaries of the single player experience.
ReplyDeleteRepeatedly stabbing an NPC in the face for asking stupid questions is fine, repeatedly stabbing another player for the same reason is griefing.
ReplyDeleteExactly, haha. It's a fine line and that's why it's so interesting to me. The sad part is that if you kill an NPC chances are it won't come back, but a PC will just respawn again to start calling you names. Sigh. Natural selection just doesn't work in Team Deathmatch.
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