I
beat the game Minecraft yesterday. There isn't any real narrative arc
for the game. There were times where it felt like the tasks put in
front of the player are arbitrary. Collect wood. Make wooden tools.
Collect iron. Make iron tools. Collect diamonds. Make diamond tools.
Collect Obsidian. Make a portal to another world. Collect Blaze
Rods. Collect Ender Pearls. Build 12 Eyes of Ender. Complete the
Ender Portal. Go through the Portal and Kill the Dragon.
But why are we killing the dragon? Is he threatening us? No.
We're just killing him to get to the End of the Game. The ending is
pretty interesting. You can look it up on you tube if you don't want to
spend the 40-50 hours necessary to beat the game.
Oddly enough one of the things that drew me to Minecraft was the
lack of a plot. It was just a sandbox. You could build lots of
things. The only point was to build something cool while simultaneously
not dying. Not dying was pretty easy as the monsters were not
difficult. There wasn't much of an incentive to kill them other than to
collect a few items they dropped.
Then the game grew more complex. If you want to tame a dog then
you'll need to go collect skeleton bones. Want to enchant that diamond
sword? You'll need to kill a lot of monsters to gain the necessary
levels to buy enchantments. Want to build some of the more complicated
mechanics? For those you need slimeballs so go dig deep in the caves to
find slimes.
Yet it was always fun. While there isn't a strict arbitrariness
(because logically you would need iron tools to mine diamonds, wooden
tools just wouldn't be strong enough!) adding in the hierarchy gives a
feeling of progress.
I didn't (it turns out) need a full suit of enchanted diamond armor
to be able to beat the Ender Dragon. In fact it made the final fight
pretty easy. While building up to a bow that fires infinite arrows at
double damage is fun going around taking pot shots at creatures isn't as
fun. There needs to be a feeling of progression to continue in a game.
Now that progression might be something like building a cool
castle. It might not be going out to slay a dragon. It might be the
mere act of survival (dwarf fortress). But once we hit a part of the
game where there is no struggle to survive or goal to accomplish we lose
interest.
So no, satisfying arbitrary goals doesn't provide happiness. We
need to feel like we're making progress. Whether it be through a
narrative or building a character's stats we need to feel like we're
moving forward. Even new year's resolutions run into this. If I don't
think that I'm actually getting healthier through not eating french
fries then why continue? I need to see or feel some progress.
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