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Instant Gratification vs Fun Investment

All this talk about Magic: the Gathering makes me want to revisit a topic I briefly touched on last week, in the comments here and elsewhere. Namely, the sort of denigration of “instant gratification” and the elevation of investing in “long-term fun,” which is presumably shorthand for “doing a series of boring things for a reward later.”

The choice between instant gratification versus an investment in long-term fun is a false dichotomy. Gaming is an instance in which you can have your cake and eat it too.

One of the examples activities that was used to illustrate how “boring gameplay” can lead to bigger returns in fun was painting figurines in a tabletop game like Warhammer. Simply purchasing already-painted figurines would just not be the same despite having no direct gameplay relevance. I agree. I also agree with the notion that, say, using cheat codes to become immortal, having infinite money, and so on right at the start of the game likely diminishes the overall amount of fun you can derive from it.

But here’s the thing: someone who paints their Warhammer figures probably finds the act of painting them fun.

I used to play a lot of Magic: the Gathering back in high school. The games were nothing serious, just some 3-5 person chaos multiplayer amongst friends. However I would routinely spend about 10 hours crafting decks for every 1 hour a given deck would actually see play. In fact, if any of my decks began to routinely win, I stopped using them and built new ones.¹ And I had fun!

Deck-building was almost better than playing the actual game for me. There is something deeply satisfying in seeing a complicated scheme all fall into place, top-decking the one perfect counter that changes the game right when you need it to. But running all those scenarios through my head, pouring over all my available options, whittling down a pile of 250 cards I wanted to use into a perfectly-tuned 60-card machine was pure entertainment in of itself.

Another example: D&D. I ran a 4-year campaign throughout all of college, and a little beyond. As a DM, I let my players have ample freedom, but I made sure the world they inhabited was scaffolded in lore such that they had a place in it. In other words, I wanted to give them the ability to take the world as serious as they wanted to. Of course, most sessions started and ended with them starting a bar fight rather than the existential pondering I secretly wanted them to do. But it is not much of a stretch to say that I spent 20 hours per week in preparation of one 3-6 hour session. Never once did I consider those 20 hours a chore. I was excited to DM those games because it gave me the opportunity (and justification) to spend all that time world-building.

Now, clearly, what an individual finds fun is going to be subjective, and possibly something that changes over time and circumstance. But my point here is that the sort of activities necessary for long-term enjoyment – figure-painting, deck-building, world-creation – can be fun in of themselves. Not only can, but should. This extends to all in-game activities.

I do not buy the argument that something like Darkfall/EVE’s AFK resource-gathering systems is fun “because it gives you the time to do something else.” An activity doesn’t become fun by adding in a separate fun thing; an activity is either fun in of itself or it isn’t.² An unfun thing can become tolerable when mixed, but that is not a point in the base activity’s favor. Being punched in the face is alright if you give me $1,000, but I would rather just have the $1,000. Is desiring just the money considered “instant gratification,” or is that simply rational?

You can rightly question why I am not currently building Magic decks or constructing D&D campaigns if they are so fun in of themselves. The truth is that without the payout, without the destination at the end of the journey, these (investment) activities are not as fun to me. However, while they might not be as fun – that is, they are less fun than other things I could be doing instead – keep in mind that they still are fun. An actual destination acts as a force multiplier, if you will, to the entertainment of the journey. Contrast that with many of the in-game “investments” we are tasked to complete which make no sense to perform at all without reward, e.g. they are the punch to the face.

The distinction is important, because I feel it is far too easy to for us gamers to fall into the cognitive dissonance trap of “retroactive fun” and Sunk Cost fallacy. “I spent 5 hours farming herbs, it must have all been worth it!” Even if there is no real difference between actual fun and retroactive fun in practice (and isn’t that a depressing thought?), it does matter when comparing games mechanics in the moment.

All things considered, you should desire the mechanics that are both fun now and even more fun later. We simultaneously can and deserve to have both.

¹ A successful deck was a sort of “proof of concept” for me. Could my infinite damage combo reliably work in an actual hostile environment? Coming up with combos was a lot easier than constructing a deck capable of pulling them off, after all. Plus, my goal was never to craft a (P2W) deck that beat my friends 100% of the time; that sort of thing is never fun to play against anyway.

² It’s probably more accurate to say fun is a gradient rather than a binary distinction, one that can shift from one moment to the next. But I still believe that the unfun half of the scale hits zero right near the border.

Hero Academy

I have been playing Hero Academy for the last five hours or so, and I must say it’s one of the best iOS games I have ever played on my iPod. If you have never heard of it, basically it’s a turn-based tactical game that takes elements of both Final Fantasy Tactics and Magic: the Gathering and smashes them together. Now, obviously, it is not as deep as either of those, but I am as impressed thus far with Hero Academy as I was playing Plants Vs Zombies for the first time.

Strategery up top, drawing "cards" down below.

In that screenshot, there’s a mage, two priests, a special move scroll, and a potion in the player’s “hand” at the bottom, and 18 more “cards” in the deck. Each turn, you have five actions to: place a dude, use an item, equip an item, move a dude, or attack.

An archer in range of a target at the beginning of your turn? Feel free to lay down some pain with five attacks in a row. Or drop a priest, move two squares, heal your dead knight, have the knight attack (which pushes the target back a square), and then move the knight away. Equipment can be placed to increase physical/magic damage resistance or increase your attack, the special scrolls makes your next attack cause triple damage, potions offer remote healing/rezzing, certain squares on the ground can increase damage to the crystals or just in general, each unit has its own unique properties, and so on and so forth. Since you have no control over the “hand” that you draw, each fight ends up playing differently, especially if you happen to draw your faction’s uber-unit.

Did I mention this game is F2P?

At the moment, you can only use the humans for free; it costs $0.99 to buy the dark elves, and the recently released dwarf faction costs $1.99. Each faction has completely unique units with their own special properties. The dwarf priest, for example, can put up shields but otherwise heals poorly. There is a lot of nonsense you can buy in the shop – 100 Taunts is $4.99, which I believe is the most worthless cash shop item in the history of ever – but none of it affects the game beyond the factions (but they certainly appear balanced so far).

Anyway, if you want to challenge me, feel free to search for Azuriel. I’m 2-0 thus far, and out of the 15 simultaneous games I have running, I suspect another 7 have given up.

Or, perhaps, they aren’t playing iOS games at 3:45am on a Friday night. Either/or.