01 Flow and Pleasure in Games
Transcript of 01 Flow and Pleasure in Games
How useful is the concept of flow to our
understanding of the Pleasures of Games?
By Tom Bolton
Introduction
“We have all experienced times when, instead of being buffeted by anonymous
forces, we do feel in control of our actions, masters of our own fate...” observes
Mihaly Csikszentmihalyi about the concept of flow. He continues: “…on the rare
occasions that it happens, we feel a sense of exhilaration, a deep sense of enjoyment
that is long cherished and that becomes a landmark in memory for what life should
be like.”1
The concept of flow that Csikszentmihalyi is referring to is a state of consciousness
during the optimum experience of practically any activity. Like most gamers, I can
identify with being in this pleasurable state, brought about when being subjected to
the optimum gaming experience. I would describe my personal experiences with
flow in games as being so totally focussed on the game that nothing else matters;
becoming so fluent in the game that I no longer have to consciously think about
controlling it. My mind is free from worry, and it is all about being ‘in the zone’.
As an academic and freelance game designer I am interested in exploring to
what extent, if at all, the concept of flow can be applied to enhance our
understanding of pleasure in games. As a result I am hoping to develop a greater
understanding of the relationship between two concepts, and use this knowledge to
allow me to make more informed decisions on my game designs; ultimately making
these more pleasurable experiences.
In this paper I will start by examining what is meant by pleasure in the
context of games, and explore the components of flow, and how these relate to the
game Explodemon! I am currently working on. I shall examine the strengths and
weakness of the concept of flow, before investigating its potential limitations. Finally
I will attempt to reach a conclusion on how useful the concept of flow is to our
understanding of the pleasure of games.
1 Csikszentmihalyi (2002, 3)
Pleasure In order to determine how useful the concept of flow is in relation to our
understanding of pleasure in games, we first need to explore the concept of
pleasure. A good place to start may be the top 100 games of all time (according to
IGN)2. Although susceptible to manipulation and bias, for now let’s assume that
significant amounts of players associate high levels of pleasure with these games in
order to make the list. When browsing through the list, it becomes apparent that
there are a vast range of genres on offer, without one genre clearly dominating. Each
genre, subgenre, and sometimes each individual game seems to offer a significantly
different play experience and targets a different audience. Whilst they would
probably all be described as pleasurable, or fun, it becomes apparent that there is a
need to differentiate between specific types of pleasure or fun.
There are many theories relating to the concept of pleasure in the field of
ludology, all keen to tackle this problem and split game pleasure into different
sections. For example, Roger Caillois suggests a system whereby a game can include
just one or all of the following experiences: competition, chance, vertigo, make-
believe3. Game designer Mark LeBlanc’s division of pleasure in games includes
sensation, fantasy, narrative, challenge, fellowship, discovery, expression and
submission4. What this highlights is the fact that there are many facets to game
pleasure, including physical, emotional, cognitive, aesthetic (visual/aural), sensory
and propositional5. These different facets of pleasure, or components, are present at
varying levels in different games, thereby creating different experiences appealing to
different audiences.
This raises the immediate question of whether an individual component of
pleasure can be isolated that is common to all games, or indeed whether any
component can be considered dominant. This in itself is a complex issue to resolve,
as Salen and Zimmerman point out: “pleasure is difficult to design because it is open-
ended, multifaceted, and exceedingly complex concept”6. As an example, aesthetics
2 www.ign.com (accessed 15/12/07) 3 Hejdenberg (2005) 4 Salen and Zimmerman p.334 5 Tanya Krzywinska(2007, lecture notes) 6 Salen and Zimmerman p.355
can provide an immediate sense of visual delight, or appreciation, and may even
contribute to the player’s sense of immersion. However it could be argued that
aesthetics fail to contribute towards a deeper sense of enjoyment in a way that
other areas such as ‘gameplay’ do. If done well, this can greatly contribute to a
player’s sense of immersion, their suspension of disbelief, and can be used as a
powerful reward system. Nevertheless, it should be clear that there are other
pleasures that are simply more important in the overall scheme of game pleasure. As
a result, the answer to the second part of my previous question is that not all
components of pleasure are equal, suggesting that there may indeed be a dominant
component to pleasure in games.
Thankfully, Raph Koster manages to shed more light on the matter. He argues
that pleasure is synonymous with fun7, and manages to boil this down to three main
components; physical stimulation, aesthetic appreciation and chemical
manipulation8, occurring when endorphins are released in the brain. He helpfully
isolates one aspect in particular as being more important than others, namely the
pleasure that arises from mastery, comprehension and solving puzzles. In other
words, learning is the reason why games are fun. He argues that this kind of pleasure
is hardwired into our brains as the survival of our species is dependent on our ability
to learn. This explains why every time we learn something or master a task, we are
rewarded with a pleasurable release of chemicals in the brain that we experience as
a moment of triumph. This does not necessarily take the form of ‘education’ in the
conventional sense, but refers more to the player’s skills, challenges and more
specifically the patterns encountered in the game. So if the brain constantly craves
stimuli, and is insatiable in its quest to learn something new, then this explains why
we get bored when games stop teaching new things. On the other hand, as Koster
points out, the brain mainly craves new data, not necessarily new experiences
consisting of whole new pattern systems as this can lead to sensory overload. As
such this ‘data’ can be interpreted as being challenging gameplay.
7 Koster (2005, 40) 8 Koster (2005, 40)
Flow In his book ‘Flow: The classic work on how to achieve happiness’ (2002),
Csikszentmihalyi describes flow as a state of consciousness in a way that can be
experienced through attaining the optimum experience of pretty much any form of
human activity. These activities can vary from mountain climbing to walking along a
boring street, to performing brain surgery. His research indicates that no matter
what the source of enjoyment is, when a state of flow is reached, it is described in
much the same way. Csikszentmihalyi states: “optimal experiences (flow) occur
within sequences of activities that are goal-directed and bound by rules… which
could not be done without the appropriate skills”9. The reason that game designers
and the field of game studies in general are interested in the concept of flow is that
this emotional and psychological state of mind is very much in line with the effect
many games strive to achieve for its players.
There are eight main components to the concept of flow. Salen and
Zimmerman highlight in their book ‘Rules of Play’ (The MIT Press, 2004) that four of
these components are in fact prerequisites for the state of flow to occur, and the
other four are effects experienced through the state of flow. The prerequisites are:
challenging activity requiring skill; clear goals; clear feedback; and the paradox of
having control in an uncertain situation.10 The first prerequisite, a challenging activity
that requires skill, describes the direct correlation between the amplitude of the
task, or challenge, and the player’s ability, or skill. Enjoyment occurs when the
player’s skills closely match the current level of challenge, and only then are the
conditions suitable for a flow experience to occur. In order for the player to remain
in this band of flow, the level of challenge must increase in line as their skills do, or a
state of boredom will result. If on the other hand the player’s skills do not improve,
and they are no match for the challenge at hand, the result will be nervousness,
frustration, panic, loss of interest or anxiety as Csikszentmihalyi himself puts it. As
neither boredom nor anxiety are positive experiences, the player will strive to return
to the channel where the flow experience is possible, as can be seen in the diagram
below:
9 Csikszentmihalyi (2002, 49) 10 Salen & Zimmerman (2004, 338)
Diagram11
This component is directly relevant to the level design of Explodemon!, particularly
with regards to its learning curve. As this game is to be distributed through the Xbox
Live Arcade network, the game is targeted primarily at gamers with at least some
prior experience with the platform genre, and assumes a basic level of competence
with the Xbox controller. The first level should gradually introduce the player to the
game, and its physics. The control system should feel directly familiar to those who
have played virtually any platform game on a console since Super Mario Bros
(Nintendo, 1987), and they should have little trouble navigating around and finding
the jump button with their thumb in the usual location. As its name suggests there is
a little surprise waiting to be unleashed under the ‘B’ button on the controller:
Explodemon, the game’s protagonist, does just that – he explodes (and survives). As
these explosions are also triggered at regular intervals (as indicated by a depleting
bar), it is only a matter of time before the player experiences what effect the
explosions have on the protagonist whilst in motion. If in mid-jump, Explodemon will
perform an additional jump. If he is walking along and whilst exploding he will boost.
Once the player has mastered this skill they are able to double-jump up to the next
stage of the level, and boost through an object. As the level progresses these skills
will be pushed in new and unexpected ways, at each stage the player has to push
their skills in order progress through the level. If the player’s skill is not yet good
enough to progress then they cannot do so. But in order for the player to get this far
11 Csikszentmihalyi (2002, 74)
Flow
Skill
Challenge
Boredom
Anxiety
they should be capable of completing the challenge as it is only incrementally more
difficult than the last. Once the player approaches the highest possible level of skill in
one mechanic – say that of boosting over collapsible bridges, a new mechanic is
added which the player has to master whilst keeping up their ‘old’ skills. This layering
of mechanics incrementally pushes the challenge forward in a steady and predictable
manner, allows for fresh experiences to be created, and increases complexity. The
latter is particularly important with regards to flow, as Csikszentmihalyi states that
“how enjoyable an activity is depends ultimately on its complexity”12.
Because the difficulty is evolving in a progressive way, players that learn
faster should simply progress through the game in a faster time. Usability and focus
testing will tell whether the difficulty level is increasing at a high enough rate. If so
then it is clear what must be adjusted. As the game progresses, so does the difficulty.
When designing puzzles in the levels of Explodemon!, it is important to make it clear
to the player what it is that needs to be achieved. This relates to the second
prerequisite; clear goals. These are needed in order to allow the player to measure
their progress. Again, it is important that the goals are set at a level that require a
considerable amount of skill and match the skill level, as else no effort would be
required. On the scale of ludus and paidea - a concept developed by Caillois13, with
paidea equivalent to unstructured ‘play’ and ludus closer to structured ‘game’ – as a
platform game, Explodemon! leans towards the ludus end of the scale. Clear rules
are in place with regards to the character’s interactions with the environment, as
well as with Non-Playing Characters (NPCs). The level designer can take this into
account with regards to puzzle design. Consider a situation in which Explodemon’s
path is blocked by a forcefield which the player must switch off before progressing.
The location of the switch would in this case be crucial – if the switch is hidden away
in an obscure place, the player will likely get frustrated and quit. On the other hand if
the switch is visible, the player has a clear goal of what is required. This doesn’t
mean to say that hitting this switch has to be easy; this may for example require an
elaborate system of chain reactions to be set up in combination with timed
manipulation. The point here is that the goal must be clear. Direct feedback, the
12 Csikszentmihalyi (2002, 53) 13 King & Krzywinska (2006, 28)
third prerequisite, is important as it enables the player to judge how well they are
doing at any particular stage in the activity. Particularly in situations where goals are
intermittent, direct feedback informs the player whether they are on the right track.
With each move or action, a player can feel that they are getting closer to their goal.
In Explodemon!, this is provided through direct visual feedback such as health bar,
explosion meter, and blast power gauge. Destroying NPC’s and setting of chain
reactions gives a good feedback and sense of progression.
In a state of flow, the player exercises a sense of control over their actions. In
real life, there is an anxiety of losing (or failing) at tasks at every level that can creep
into the consciousness. Structured activities such as games create order. They offer
the player a sense of control by building up their skills to such an extent that the risk
of failure is eliminated14. The anxiety of losing this sense of control that exists in
everyday life disappears. Paradoxically, if there is no chance of failure, the challenge
is not set at a high enough level. The player can only find out whether they are in
control when they are put into an uncertain situation whereby they are able to
influence the outcome. Or as Csikszentmihalyi himself puts it: "...what people enjoy
is not the sense of being in control, but the sense of exercising control in difficult
situations. It is not possible to experience a feeling of control unless one is willing to
give up the safety of protective routines."15 The way in which Explodemon!
approaches this is by allowing the player to develop such a great skill that the risk of
failure is negligible, and minimizing elements in the game that affect the outcome
that the player has no control over.
Effects
The components of flow that are effects include: the merging of action and
awareness; concentration; the loss of self-consciousness; transformation of time.16
14 Järvinen, Heliö & Mäyrä (2002) 15 Csikszentmihalyi (2002, 61) 16 Salen & Zimmerman (2004, 338)
What is meant by the merging of action and awareness is that in a state of flow, a
player can get a feeling of ‘becoming one’ with the controls; they are so absorbed in
the game that they lose the sense of awareness and the actions become automatic.
During a state of flow, the player concentrating so completely on the task in
hand, that no mental energy is left over to consider any negative aspects that may
otherwise be bothering them during everyday life. Internal or external distractions
such as counter-intuitive controls would likely distract much of the player’s attention
and therefore disrupt the ability to concentrate. When in a state of flow the mind is
so focussed on the voluntary activity, that there is no more mental power available
for other thoughts. As a result the mind becomes temporarily free from life’s
unpleasant thoughts. In some games, players are required to go through repetitive
and boring stages in order to progress. As a result, players can become less involved
as they can experience this as being ‘forced’. For this reason there should be no
activities in Explodemon! that could be considered ‘grinding’. In a state of flow,
players may experience a sense of the self-awareness disappearing described as a
“‘zen’ feeling, like meditation or concentration” 17, the mind becomes egoless with
no room for self-scrutiny. Salen and Zimmerman describe this as “the participant’s
sense of self becomes subservient to the greater whole of the experience… becomes
part of a system of action greater than what the individual self had been before.”18
Paradoxically, Csikszentmihalyi observes that the sense of self re-emerges stronger
after flow experience. The reason for this is that the mind reflects on the difference
in self compared to before the flow experience, as it does not have the opportunity
to do so during the state of flow. It is enriched by new skills and fresh achievements,
and as a result the sense of self returns stronger than it was before, and allows us to
expand the concept of who we are. The final effect is that during a state of flow, the
perception of time can be altered. As the saying goes ‘time flies when you’re having
fun’, usually time passes faster19, and an experience that seems like minutes can in
reality be hours.
17 Csikszentmihalyi (2002, 62) 18 Salen and Zimmerman (2004, 337) 19 Csikszentmihalyi (2002, 66)
The knowledge of these effects is particularly useful during usability or focus
testing. These four effects of flow that one must observe in order to determine
weather the player is actually experiencing flow. As Salen and Zimmerman point out;
if these effects are not observed, there must simply be something wrong with the
implementation of one or more of the prerequisites.
Limitations
As described previously in this paper, flow as a concept can be applied to an
extremely wide range of activities, not just specifically games. As such it is of little
use when referring to game specific pleasures. For example the concept of flow
cannot relate directly with concepts such as inter-textuality or narrative20, or for that
matter relate to any of the pleasures specific to games. In the case of Explodemon!,
there is little flow can tell us about the subtle pleasures gained from the nods at
game clichés, or the sense of delight one gets when seeing a new landscape enfold in
full glorious HD quality.
Conclusion When analysing the concept of flow, it is interesting to note that Csikszentmihalyi
assumes that the human mind, when left to its own devices, resides in a state of
chaos. What the state of flow does is allow the mind to concentrate, and focus on
the activity in hand, allowing no excess thought for chaos and negative thoughts. As
such flow is an ideal tool for escapism. From this point of view, there are certainly
parallels to be drawn with Plato and Schopenhauer’s views that pleasure is in fact
experienced as the absence of pain21.
Although flow doesn’t address the entire possible spectrum of pleasures
specific to games, flow does seem to relate to the raison d'être of what makes many
– not all - games pleasurable. For this reason it can be considered a valuable tool to
20 Kerr, Kuchlich & Flynn, (2004, 12) 21 Krzywinska (2007, lecture notes)
be taken into consideration at a pre-production stage, consulted for conceptualising
early on in the design stage, and helping to make informed design decisions.
In terms of the immersive pleasure of getting players ‘into the zone’, flow is a
concept most directly relevant when applied to the analysis of the game’s learning
curve. In my opinion this component is relevant to the design of all games.
Essentially flow is defined as a function of the relationship between challenge and
skill, increasing in complexity along the flow channel. We have also already defined
that how enjoyable an activity is depends ultimately on its complexity, and as such it
can be deduced that as long as this channel is maintained, complexity becomes the
throttle for pleasure.
Bibliography: Aarseth, Espen (1997), Cybertext: Perspectives on Ergodic Literature, The Johns Hopkins University Press Atkins, Barry (2003), More than a game: the computer game as fictional form, Manchester University Press Csikszentmihalyi, Mihaly (2002), Flow: The classic work on how to achieve happiness, Rider Books Juul, Jesper (2005), Half Real: Video Games between Real Rules and Fictional Worlds, the MIT Press King, Geoff & Krzywinska, Tanya (2006), Tomb Raiders & Space Invaders: Videogame Forms & Contexts, I.B. Taurus Koster, Raph (2005), A Theory of Fun for Game Design, Paraglyph Press Salen, Katie & Zimmerman (2004), Eric, Rules of Play: Game Design Fundamentals, the MIT Press
Papers and other references Kerr, Aphra & Brereton, Pat & Kuchlich, Julian & Flynn, Roddy (2004), New Media: New Pleasures? [Working paper rinal research report for STeM: Centre for Society, Technology and Midia: www.stem.dcu.ie] Järvinen, Aki & Heliö, Satu & Mäyrä, Frans (2002), Communication and Community in Digital Entertainment Services [prestudy reseach report, University of Tampere Hypermedia Labratory] Lecture ‘Theories of Pleasure, Identification and Interpellation’, taught by Tanya Krzywinska, November 2007 [including handout].
Websites All websites accessed 15/12/07 Hejdenberg, Anders (2005), The psychology behind games [Gamesutra.com]: http://www.gamasutra.com/view/feature/2289/the_psychology_behind_games.php IGN’s top 100 games: http://uk.top100.ign.com/2007/
Gameography Explodemon! [Curve Studios, Xbox 360, tbr] Super Mario Bros [Nintendo, NES, 1987]