It appears upon first analysis that Braid and Problem-Attic give their players drastically different freedom of choice in the way they are experienced, with the former given more than the latter. In Braid, we are given the option to simply run through most levels in a sprint to the end, completing only trivial puzzles along the way. After World 2, a player could get 90% of the written narrative by simply entering and exciting the other four world's over-worlds. In contrast, after the first handful of levels Problem-Attic pushes the player a long a linear series of rooms. It is designed to be experienced in a specific order.
From a proceduralist perspective Braid gives the player more choice than Problem-Attic as whether to put in the greater effort and pursue the puzzle pieces is left as an option to the player. However, the puzzle pieces are explicitly necessary to gain access to the attic and gain access to the "true" or "complete" story. Though poised as a choice, collection of the pieces in practice is more compulsive than optional, especially in light of the completionism group's presentation which explored the common compulsion among gamers to collect and complete. I found myself putting in an extra three hours to finish braid, not because I really wanted to, but because I felt compelled by the roped off attic.
There is also a meta-component to consider when contemplating the choice presented by Braid. Braid is a commercial product that costs $15, making the decision to quit after only experiencing some of the narrative a financially unwise one. Problem-Attic is a free flash game that invites the player to experience it without having to risk any money. In this way, continuing to play Braid to completion becomes non-negotiable in a capitalist society where a purchase of a product suggests that we must obtain a certain threshold of utility from it.
The no-barriers nature of Problem-Attic combined with its repeated commands "to go fuck yourself" or stop playing appears to me to be a meta-proceduralist way of conveying an aspect of Ryerson's experience, her suicidal ideation. To play the game is to persist despite the headache inducing and disquieting graphics, controls, sound effects, etc. It is to remain in a world which does not want or accept you when the choice to exit it is far easier. In some small way this may allow the player to empathize with the experience of transsexuals in our country. Problem-Attics non-choice choice is ultimately more profound to the player than Braid's conventional choices.
(Probably thanks to the presentation on completionism) I've been thinking a lot this week about how the games we've played offer different kinds of access to the "true" or " complete" work. But I totally didn't consider the financial/economic meta-component of the issue that you brought up here, and I really like your reading there! I think this is a perfect area of analysis where we can see that the meaning of a work escapes the hands of the "auteur." Jonathan Blow is known for having a firm grip on the way that his games' messages come across, and I think we can also make a case for how Braid's game design extends this firm grip on the way that…
To continue the discussion on price determining the mass' completion percentage of various games, namely "Braid" and "Problem Attic", I think an obvious precursor to further discussion should be the consideration of the difficulty of the game and how engaging the game's narrative is. I will expand upon my use of "engaging" later.
"Braid" by no means is an easy game when attempting to procure all of its puzzle pieces and stars. This is not to say it is a difficult game- especially not mechanically, but I feel the average gamer may have trouble with certain puzzles. According to the aforementioned theory, the player nonetheless powers ahead to reach a certain threshold of utility they feel they paid for. This…
I never would have considered the "sunk-cost" angle of choice. Well put. I'd love to see more interdisciplenary game reviews incorporate traditional economic theory (Certainly there's already plenty that touches on game theory).
Some relevent testable questions:
- Would the rate of completion of Braid go down if it were free?
- What about if they offered a 100% refund policy?
- How important should "completion" and the ending of a game factor into the narratives judged by critics, when some elements are simply too difficult or time-consuming for the average player to explore?
--- Subtopics of the above: Easter eggs, hidden endings, hacks.
I'm really interested in the angle of economic utility that you discuss here. You could almost frame the compulsion to get the most out of the game you paid for as sort of implicit contract that adds a financial dimension to the crossing of the "magic circle". I'm also curious about how this contract colors a players' experience of the game on a mechanical level and determines the amount of patience they're willing to extend to the phantom figure of the game's "author."
I've seen a lot of harsh reactions to games in the genre pejoratively nicknamed "walking simulators," on the basis that they offer little mechanical engagement for the player who feels that they've been duped into playing something…