Challenge and Risk

spirithealerMy last post about Risk versus Reward started a couple interesting conversations both here and offline. Those conversations brought a couple of interesting points to light.

The main thing I have discovered is that most players and game devs tend to jam the concepts of challenge and risk together and call that “risk”. If an encounter is hard, a player is likely to die and they want to avoid dying and so that constitutes a high degree of risk. I think challenge and risk are two separate concepts that might be coupled, but are certainly not the same. For the purposes of this discussion, I am going to define these terms like this:

Challenge = The chance you have to fail at a task or encounter. This could mean dying, party wiping, not meeting your goals or quest requirements depending on the situation.

Risk = The consequences you suffer as a result of failing at a task or encounter. This might be item loss, having to make a corpse run, a loss of experience or the accrual of “debt”.

These two ideas aren’t the same. I could design an encounter in which a boss NPC takes only 10% of the damage dealt to him and two-shots most players and this would be a challenging encounter. However, if there are no consequences for failure, then there is no risk. If you lose, you just get back up and try again, or head off and do something else. Likewise, I could have a creature that was fairly easy to defeat (let’s say 90% of all groups that encounter this creature can beat it with no losses), but if he did manage to kill a group member, that player’s items would be sucked into the void and lost forever. This encounter is very low challenge, but has a pretty terrible risk associated with it.

I think it is interesting to note that there are times when the concepts of challenge and risk are coupled. For instance, in the extreme case of an encounter where you simply cannot die (let’s say you have managed to gain full resistance to the creature’s elemental attacks), then it does not matter what the death penalty in your game is, the chance of failure is zero and so the risk is zero.

champszergSimilarly, if we crank the risk in an encounter to zero, we see that the challenge of that encounter approaches zero. I think a good example of this would be Champions Online where some of the boss battles are tough (the boss is a bag of hit points that can two shot many characters), but because the only risk is being sent back to the respawn point, the battle devolves into a “graveyard zerg” and the challenge drops considerably.

Another interesting dynamic is that risk affects our behavior and thus, affects the level of challenge in our encounters. In games with no risk, there is no incentive to hold back any resources that could help you win a fight. So in World of Warcraft, you always bring your best gear to a battle because there is no chance of losing it. If dying in WoW meant a risk of item loss, players would be forced to decide how much they were willing to bet on the success of the mission. Generally, this would mean they would bring gear they were willing to lose — presumably a less valuable set. Consequently, this would make them less powerful and thus increase the challenge of the encounter.

One last thing I noticed is that in my small sample of people with which I discussed this topic, those most averse to the risk of loss almost always mentioned how they would hate to have to grind to get their lost stuff (items, experience) back. I got the impression that for these players, MMOs were not about “doing cool stuff”, but were about “getting cool stuff.”  New items, new powers and unlocking new areas were the main point of the game… in some cases even at the expense of enjoying the game play. A couple of my CoX buddies are like this. They don’t mind if a particular mission is boring; they will farm it as long as it is easy xp or drops.

In any case, I am working on a post about adding risk back into the themepark equation and I thought I would post to clear up confusion with the two terms. Happy Hunting!

7 Comments

  1. I offer a third aspect to the risk equation: that of lost time. Having to repeat an encounter due to a wipe costs me time, which is valuable to me. Loss of gold, items, or xp are additional time debts on top of that.

    I’m not big on acquiring gear myself, but then I am also not a fan of feeling forced to repeat an event, even if the event is initially fun. Therefore, feeling compelled to repeat an encounter because I have failed to defeat it (barring the opportunity to improve my strategy) also has a cost of fun.

    I do not like imposed death penalties or other forms or risk because I do not appreciate the game’s developers telling me what I ought to find more valuable than my time.

  2. @Callan S: ….I don’t? I was making the point that I would not play such a game and wouldn’t appreciate additional death penalties (“risk”) added to the games I do play, and explaining why I felt that way.

  3. Randomessa: I don’t think the “My time is valuable” argument works. My time is pretty darn valuable as well, which is why I want to have fun when I spend it and to me, a game that involves risk is more fun than a game which offers none.
    .
    But I get it. When you spend your time, you want to feel as though you have “progressed” and thus a game with significant setbacks is out. My take is that, though I do enjoy those games, I am feeling more and more like the progress they offer is meaningless and unfufilling because of the lack of potential setbacks.
    .
    I think overall, your point of view is a better indicator of the current MMO market, and the video game market in general, than mine is. I’m ok with that. However, as I stated in the last post, I maintain that in sanitizing our games of true risk, we lose a powerful design element and our games are a little less for it.

  4. @cmagoun, I don’t dispute your perspective in general, I simply wish to clarify that from my perspective, the risk IS the loss of my time, not that my time is valuable and therefore I do not want any risk.

    I certainly wish for more games along your tastes to be made available because the more options everyone has, the better. I started gaming with MUDs in the 90s and there were simply so many that it was trivial to find something that catered to your preferences exactly. Would that MMOs were like that instead of chasing 10+ million subscribers to the same single game!

  5. Really?

    If this is a common understanding of the word “challenge” among game designers, it would explain why there is such a lack of it.

    To me, both of the notions you mentioned fall under the “risk” category, while “challenge” is the extent to which you need to bring all your skills and mental faculties to bear on a problem. An enemy that randomly one-shots you is risky, but doesn’t necessarily pose a challenge. On the other hand a dungeon that requires you to find the right path and tactics for getting past a group of individually weak enemies or traps might be challenging without being all that risky.

    Just saying there’s far more to “challenge” than you are suggesting here.

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