Documente Academic
Documente Profesional
Documente Cultură
keep coming back and playing more. Today, First-person Shooter (FPS) games are synonymous
with online multiplayer, and the success of the game often depends on how popular the
multiplayer is. This leaves the market with only two or three games to be considered popular
enough for players to keep playing and coming back to for long periods of time. The Call of
Duty: Modern Warfare series is considered widely successful for employing new techniques to
draw in players and keep them coming back for more. Modern Warfare changed the way FPS
games were experienced online, drew in new crowds, and set the standard which many games
Before Modern Warfare came along, FPS games online did what they were advertised to
do – offer the players fun in small bursts. Players would get into matches with others, play the
match, and be done. Doing well in matches would not influence that particular match, it would
only change a number on a leader board, nothing more. Statistics were kept passively in a
leader board behind the hood, like player wins and losses and while anyone could view them,
the problem is that the leader board is a passive form of gratification for players - it already
happened in the past. The only satisfaction would be from winning the game or getting a good
competitive multiplayer. The game employed a system that added some gratification if the
player was doing well in a match. Players that would get “killstreaks”, or eliminate other enemy
players, without dying themselves would get positive reinforcement audio cues from an
announcer in-game. For example, if a player was to eliminate 3 enemies without dying, the
announcer would congratulate the player with a “Killing Spree” announcement, also making the
player name be known to everyone in the game to gratify them. As the player eliminated more
and more enemies, they were awarded with more titles such as “Dominating”, “Unstoppable”
and “Godlike”. While these did provide some positive reinforcement for the player, the audio
cues did not alter the game in any way, other than maybe stimulate the player with some
adrenaline, possibly helping him perform better. Then, that was it for the longest time. Some
new FPS games would try to emulate something similar, and add a couple minor things here
and there like allowing the player to change their character, or upgrade their gun, but the
gameplay still remained the same – shoot players with your weapon to win a match and be
Then, in fall of 2007, Call of Duty: Modern Warfare was released by Infinity Ward. The
game is widely credited for revolutionizing the FPS multiplayer genre. Modern Warfare proved
to be a tremendous success, selling over 13 million (vgchartz.com) units worldwide. So what did
Modern Warfare do differently from its competitors that allowed it to stand out? I believe that
it takes advantage of the player psyche, utilizing numerous short-term and long-term systems
The biggest game changer that Modern Warfare (MW) introduced was something called
“killstreak bonuses”. When a player eliminates enemies on the opposite team, without dying
themselves, that player gains an advantage over others. Instead of audio cues congratulating
the player a la Unreal Tournament, the player actually gets rewarded with tools that they can
rewards, and the easier it is to eliminate enemies. At the start of the match, everyone has an
equal chance to get kill streak rewards, more or less. Players must rely on their skills with their
starting weapon to eliminate 3 enemy players without dying themselves. After obtaining 3 kills,
the player is allowed to call in a UAV, which shows enemy positions on a mini-map for a period
of time for the player and his team. Already, the player and his team have an advantage over
others – they can see where the enemy is, translating to more chances of them getting more
kills without dying themselves. After obtaining 2 more kills for a total of 5, the player can call in
an airstrike and bombard an area on the map, getting easy kills without having to actually be
there and shoot people with his gun. If it’s a skillful player, he knows the chokepoints of the
map, or areas which usually always have people fighting in it, and he will call the airstrike on
that specific area. In many cases, he can get the 2 needed kills right there and then for the next
reward, reaching a killstreak of 7. At this point in the game, the player can call in an AI
controlled helicopter which automatically flies around the map and shoots enemies, without
the player having to actually do anything. He can just hide in a building, and wait as his chopper
Logically, it may not make a lot of sense at first. Why should the best player on a team
be granted abilities which allow him to kill other players even more easily? Shouldn’t the game
reward the least successful player to even up the playing field? The answer is motivation and
goals. The reason that this method is balanced is because a player is constantly motivated to
keep doing better by a “carrot on a string”, which always dangles in front of the player.
The killstreak rewards act as continuous positive reinforcers for players, and a goal to
strive for. Interestingly, if a player gets 7 kills in a row, many times, he will be shaped into being
more careful in obtaining his last kill because of a huge positive consequence it carries of a
helicopter and more free kills. It’s not unbalanced either because if a player calls in a helicopter,
it doesn’t automatically mean that he or his team will win the match. Many times, another
player on the opposite team can obtain the same rewards and balance out the game. The game
also offers players the choice to use the killstreak bonuses – they don’t have to if they don’t
want to (although they always do, because there is no positives in not using them).
The radar which reveals enemy players on the field after a successful 3rd kill is coupled
with something called the Hot Hand Fallacy (prominent in gambling), which is the player
thinking that he’s on a “roll” and will continue to perform well, having better chances at
obtaining more kills after his 3rd consecutive kill. It’s true that the hot hand fallacy does not
actually help the player do better (after all, it’s all in his head) – but mentally, it’s a strong force,
Modern Warfare also offers numerous passive goals to the player. As players are playing
the game, they earn experience points (XP) and move up ranks from 0 to 55. MW offers the
players many challenges that they can do to gain XP. The challenges range from easy to hard,
and the frequencies from short-term completion time to long-term completion time. An
example of a short-term challenge is eliminating 10 players with a certain weapon, and a long-
term challenge would be running 25 miles in game, which players will eventually get just from
playing the game, no matter how good they are at it. Interestingly, MW employs a clever
system which turns short-term goals into long-term ones – for example bumping the number of
players to eliminate with a certain gun from 10 (part 1 of challenge), to 100 (part 2), to 500
(final part), with each part giving the player significantly more XP than the previous. These
challenges can be done in any match, and are usually available to the player in large groups. As
players complete challenges, they earn XP, which level up their character rank, and in turn
unlock more challenges for more XP. All these things come together and classically condition
the player to keep playing to earn XP, move up ranks, unlocking new weapons and upgrades.
Much like a drug craving, offering pleasure to drug abusers, players get pleasure from unlocking
new weapons and seeing their rank number increase, matching it directly against their friends
and other players. Killstreak bonuses are also a good example of operant conditioning, giving
players a positive goal to strive for again and again. “These behaviors that produce rewarding
effects are strengthened that is, they become likely to occur again.” (Psychology: Concepts and
Applications) Killstreaks also act on a fixed-ration schedule, providing players with positive
reinforcement after a set number of kills, while XP for winning a game is on an fixed-interval
schedule.
XP and a rank number builds on a player’s ego, but how important is it? After reaching
the final rank of 55, MW does not award the player with any more XP, therefore cutting off a
vital source of positive reinforcement. After playing the game for hours, and watching XP build
up, suddenly it just stops. In response to this, MW gives the player an option to go into
“Prestige” mode, which resets all their rank, rewards, and challenges back to 0, but puts a
special icon next to the player’s name in lobbies. It’s a question of player choice and motivation
– is the player desensitized enough because he’s not seeing XP accrue? Is the player getting
bored of not earning anything? In my experience, most players enter “Prestige” mode. The
players can also “Prestige” 10 times, earning a different icon every time. This makes the game
highly addictive, and effectively prolongs the game time by 10 (!) times if a player wants to earn
all the best icon and be considered the best by his peers.
The sequel, Modern Warfare 2, released in fall of 2009, gives the player even more
options and builds on an already addictive system of reinforcement. Instead of set rewards
from 3, 5, and 7 consecutive kills, players can customize their reward for consecutive killstreaks
ranging from 3 – 11 – 15 to the coveted nuclear missile which is awarded if the player obtains
25 kills without dying and automatically ends the game in favor of the player (it’s insane, but it
happens!). The rewards are mostly balanced out in a way that players are not allowed to have a
reward at 3 kills, but have a powerful one at 5. This brings gambling and skill to the table – is
the player good enough to earn 5 kills without the help of a radar?
With all these positive reinforcers, does the game offer any negative ones? The answer
is mostly no. Positive psychology (The New York Times) is at play here. Yes, a player has to wait
a couple seconds to respawn if they die, but that’s it. XP is never lost, only gained. MW decides
to flood a player with so much positive reinforcement, that no matter what you do in the game,
you feel accomplished and end up walking away pleased. With punishment, you don’t learn
new behaviors, punishment can leave undesirable consequences, and it may become abusive,
driving the player to stop playing the game. (Psychology: Concepts and Applications) This brings
another question to the table – is it possible to be positively reinforced so much that the player
eventually gets desensitized by that same positive reinforcement and stops caring about
playing the game? Should designers try to utilize subtractive design to subtract elements
instead of filling the game to the brink with positive reinforcers? Surprisingly at least according
to the sales numbers, and the thousands of people playing Modern Warfare online up to this
day, no.
WORK CITED:
VG CHARTZ. 2005-2010. http://www.vgchartz.com/games/index.php?name=modern+warfare
Psychology of Games. Madigan, Jamie. Hot Hand Fallacy and Kill Streaks in Modern Warfare 2.
http://www.psychologyofgames.com/2009/12/26/hot-hand-fallacy-and-kill-streaks-in-modern-
warfare-2/#comments
Nevid, Jeffrey. Psychology: Concepts and Applications (3rd Edition). Wadsworth Publishing. Pgs.
188, 197.
D.T. Max. The New York Times. Happiness 101. January 7th, 2007.
Sirlin, David. Game Developer Magazine. March 2009. Balancing multiplayer competitive
games. Pgs. 188, 197.