Chapter 0: The Archetype

People always think the game as an escape means from the hardship in reality. How-ever, if it is true, why people go to the game, which is consist of many tasks that demand the player to solve? One of the reasons is be-ause the game is more pleasing compared to real life. Although life also gives enjoyment, but game promised a more structured one. The other reason is that game or play is dee-per than just a mere activity. It is our nature, and from it we create our culture, just what Johan Huizinga wrote in his book, Homo Lu-dens (Huizinga, 1949). Because it is our na-ture, the best way to understand why people play, and how to make it better is to look in-side human personality. There are many theories about human personality. One of those is archetype, which is already used thoroughly in narrative.   

1.   Archetype in Hero’s Story

Story has been with us since long. However, there are no track records when the story first emerged, some people speculated that the story has a history older than the cave painting. We grow and live surrounded by story, yet one question remains. Why are we not bored with it? Why we always crave from story even though we are already at modern civilization?
That question always bugs me. Until I heard about the concept of hero’s journey that first coined by Campbell from his book The Hero with Thousand Faces. He inspected the similarity of all stories around the world.  Campbell said that all of them have the same pattern of story’s deliverance, which is now famous as Hero’s journey. There are many explanations about steps in Hero’s Journey, but there is another aspect of it, which doesn't get enough attention. It is the archetype. Even though both archetype and stereotype has a connection to character creation, each has a different impact. While stereotype gives us a boring re-occurrence type of character (yet it still sells), archetype gives us more deep characterization. While stereotype focus on personality that looks at the outside, archetypes focus on personality inside us. Archetype tells about our basic personality that is not restricted by race, culture, generation, and religion. It is something that resides in our most deep and untouched mind, which unknown to us it has shapes our per-sonality.
The term of archetype itself is surfaced from the famous psychology, Carl Jung. Carl Jung stated the archetype as a collective unconscious, a universal thought form or mental images that influenced an individual’s feeling and action (Jung, 1953). Further, Joseph Campbell added that archetypes are expressions of the organ of the body, built into the wiring of every human being.  Even though there are a limitless number of archetypes, but there are several which always occur in every story. Cristopher Vogler said there are eight most important archetypes in the story. They are Hero, Herald, Mentor, Threshold Guardian, Shape shifter, Shadow, Ally, and Trickster (Vogler, 2007).
Back to our question, why people still enjoying the story? There are so many people that watch a movie more than one time, although they already remembered all the plots in the movie. It becomes their special one, something important, something that they turn to when they are in difficult situations, and something that represents them. I believe the reason behind this lies in the archetype. Archetype isn’t only a guideline to create an interesting character, but archetype is the character itself, something which the audience looks up at the story, pierces through the actor’s skin, as if they are searching their soul in that character. Although each archetype is usually represented with a different character, each of these is, in fact, a part of human’s mind. Here I will explain each of the eight archetypes and which part of our mind that it represents.

1.    Hero

Every time I opened my eyes, I see many happiness and sadness. Even I never understand what are they, I kept trying to wear these façade, stuck in whirlpool called Everyday. Only when I shut these eyes, only when I was alone asking who am I, only in that cold darkness, strangely I felt alive. I’m not the Happiness, I’m not the Sadness. I’m a being more than that. I am the Self.

In a story, hero works as the window of the audiences. Through him/her, audiences can feel as if they part of the story. It happens because people like to direct their conscious mind into something that interest them whether it is a storybook, movie, games, or maybe just a Facebook status. If it goes for a long period, it will shape an emotion, which in turn becomes empathy.
Hero is the most important part of hero’s journey. If hero’s journey represents a plot of the story, then the hero represents each step of hero’s journey. A story may have not one of the steps in hero’s journey, but a hero will always appear in every step. Hero is the physical representative of a journey in a story, a journey that will change him/her in the end. That is why growth is the most fundamental element of a hero. Aware or not, this is exactly what the audiences want. They want the main character (thus the hero) change throughout the story.
In psychology, the hero symbolizes our self, the conscious and unconscious mind. Our desire to see the hero changes shows that in the very nature, we always want to growth to be better. However, every change and progress has consequences, which in turn creates fear and doubt. To minimalize these consequences, we create custom, daily life, to suppress the consequences as possible it can. However, it is also hindrances our self to undergo a journey to change. To escape that unfulfilled desire, people like to project themselves into the hero and cheer for his struggles which ironically, that hero is one and the same they very self.   

2.    Herald

Sadly, it has been too late. The grip of everyday has become too strong for me to fight. Every struggle lost its power, every shout lost its voice, every tear lost its sympathy. When the words give up already at the tip of my tongue, suddenly I saw a hand reaching to me. Its fingers encircled my body and pulled me from the snare of Everyday. The process was too painful to bear, it twisted my mind and body. But at the end, being too long without an opposition, the tyranny of Everyday lost, and I got my prize, the freedom to choose.      

Herald works as the initiators of the journey. S/he gives news, motivations, or challenges toward the hero so s/he would start off his adventure. Without him/her, hero will still lives in his/her never changing secluded life, unknown from any exciting things outside his/her ordinary. Herald could appear as a character in the story or can also be an ill condition in hero’s hometown.
The function of herald is similar as the call within ourselves. Known as inner call, determination, or commitment, it renders a willingness to change, to move from our current condition. Sometimes deep in ourselves, we know what the right things to do, but, unfortunately, the customs that we hold think it as inappropriate or worse, as a taboo. Stand in the different side of the cliff, the value and the custom then create a doubt in ourselves. There are only two ways to escape the doubt, leave behind the value, or gain the inner call. However, gaining the call is not an easy matter. Just as a memory, we know that it exists but we do not have a complete instruction how to make it appears as we please. Just as the mood, when it appears we cannot control it, we are fully under its influences, for good or ill. One thing for sure though, when the call within ourselves has come, our life would not be ever the same again.    

3.    Mentor

North, south, east, west, only darkness I saw. No matter how hard I squinted my eyes, there was nothing.  I grumbled, what is the point of getting a freedom to choose if there is nothing to choose to.  And then, at the corner I never though before, at the intersection among the southern of south, the northern of north, the eastern of east, and the western of west, glinted a white light. Faint yet warm, it caught my interest. One step, two steps, just like a pirate hearing a siren’s song, I drawn to the light. Acknowledging me, The light that flicked slow at first, began to flick faster as if it wanted to say, “follow me, and you’ll find the truth”.  

Known as the wise old man/woman in the Hero with a Thousand Faces, mentor appears in the story as a character who gives guidance to the hero. S/he teaches the hero all the things that would help his/her journey. Also, sometimes s/he gives a magic amulet which will help the hero overcomes an obstacle along his/her way. S/he is a figure whom hero admires, a figure that s/he would like to be. When the hero has the mentor at his/her side, s/he feels secure.
In psychology, mentor works as the ideal. A condition, value, or personality that is we think as the right. It affects our way of thinking, which then shapes our action, and in turns our reasoning. The ideal does not need to be something that accepted by the others, and it must not. The reason is that when we use it just because it is what most people use than it would lose its power. It becomes only just a mask, which we wear only to please the others, to gain their respect, to become generic not unique. Just like the mentor, who always seen as a crazy person by the community, yet when a hero accept him/her, s/he would shower the hero with a surprising and majestic gift, the ideal only needs our approval to be fully worked.
Often comes from the same character who also play as the herald (for instance Ben Kenobi, Gandalf) shows that the call tends to come together with the ideal. The ideal shows the self a value that entices him/her, which when piled up can trigger a call to shape the ideal. However, having the ideal does not assure the emergence of the call (when it happens the ideal will diminish into a knowledge) yet the other way works. When someone has the call, s/he must also gain the ideal.

4.    Threshold Guardian

Have found the direction, I walk full of confidence. However suddenly, my feet felt so heavy. Weird, I’m sure I didn’t bring anything from my hometown. Feeling confuse, I looked down to my feet. How shocked I was, found my feet already tangled with thorns. I shake my feet with hope it could free me. Yet it was futile, the process only hurt myself more. Panicked, I raised my head to search for help. As if it not enough to burden me, the horizon that previously stood before me, now replaced with a towering, sturdy black brick wall. Cannot escape, I started to ask myself. Can I still reach the light? What if the light already gone? Am I really ready to do this journey? Is my decision to follow the light correct? Why I do this?

Before the hero escapes from his/her ordinary life, s/he needs to confront the threshold guardian. Based on the Hero’s journey, the function of the threshold guardian is as a test of hero’s resolution. To test whether s/he is ready to go on a journey, to leave behind his/her old self. Even though standing before the hero yielding a menacing appearance, threshold guardian should not be treated as an enemy. Some stories show that the hero managed to pass the threshold guardian not by using physical confrontation, but by assimilating the threshold guardian into him/her. Moreover, by doing so, s/he able to turn the threshold guardian to be an ally. For example, in Hobbit, even though Bilbo Baggins has agreed to join the journey with the band of dwarves, Thorin, the leader of the band, still cannot accept him. However, by showing his usefulness, and his determination to help the dwarves, he succeeds to gain the trust from Thorin.
By focusing on the threshold guardian’s purpose, there are something inside our mind that have a similar function, namely doubt and fear. They reside in every option that we must choose. Even though more than often thought as something that give misery, their very nature is not to cause harm, yet the opposite, they are helping us so we do not make a premature decision. They are seatbelt to our mind, annoying yet necessary. Just like the threshold guardian, if we try to understand them by looking what caused them to appear, what consequences that they give, rather than halt our progress they will shape our earlier choice to be a better one.

5.    The Shadow

Looking behind, I saw a lurking figure hiding in the midst of darkness. Even though he tried to conceal his presence, his foul smell, ugly face, sharp teeth, and his swirling dark pitch of darkness, darker than starless night sky, cannot pass from my sight. Feeling disgusted, I clenched my fist, readied my body, so he cannot overtake my soul.

In stories, shadow represents the opposite side of the hero. He is the dark of light, the chaos of order, the black of white. But one thing to note, he is anything but bad. The shadow is just the hero with his value. He is not the yin or yang, but he could become yin if the hero is yang, and yang if the hero is yin. He succeeds when the hero failed, and failed when the hero succeeds.
Christopher Vogler said that the shadow works as psychoses in our mind. It is our buried feeling that we try to suppress. Located at the very opposite side of the ideal, it is known as the flaw. If doubt and fear still give us a second chance, the flaw does not. When you fall into it, that is the end.
Just like the shadow who is the opposite of the hero, flaw is only a part of ourselves that we regard as bad. However, without it, we will not undergo a change. If the ideal works by pulling us to it, the flaw works by pushing us from it.
From what I have said until now, it seems that our mind’s journey is about the battle of light and darkness. However, in reality, it is more than that. As the stories that have a twist near at the very end, our journey also has a twist that will lead us into a catharsis. However, not every journey of mind reaches this point. It is a state which very delicate and hard to grasp. No one ever knows how to get to there precisely. However, if the archetype is indicating the mirror of our mind, then I believe the key to unlock that state lies in the next three archetypes, which I will describe next.

6.    Shape shifter

To reach my destination, I need to walk over a long road. But I was not worried, because I believe my feet will bring me to it. However, how angry I was, knowing that my feet betrayed me. Every time it moved, it created more and more distance to my light. Cannot trust my feet anymore, I cut it off. From now on, I’ll leave the rest of the journey to my hands. But again, how angry I was, knowing my hands betrayed me just like my feet did. Full of agony, I stabbed my hands. Now I knighted my head to continue the journey. Silly of me, to trust the head, the place where the liar mouth dormant. It too, misled me. “Dead to you, o servant of devil” I crushed my head. Finally, being lost all means to move, I cried. 

Vampire, werewolf, tanuki, they are some example of shape shifter that has re-occur many times throughout stories. Shape shifter famously known as a character who lives in two different worlds. Shape shifter archetype is not only shown by change in physic but also in mind. A character that suddenly changes in personality, or an ally who shifts to become an enemy is believed as more dangerous than one who transforms only in physic. When s/he appears, s/he will disrupt the flow of the journey, add a tension to what already has. Even so, shape shifter has several very important functions. To the structure of the story, s/he is useful to give a shock and a surprise when the story gives a sign of turning to cliché or when the audience started to predict the future of the story. That is why, writer, usually, shows shape shifter true nature at the middle of the journey when an assumption toward shape shifter has been completely made. Meanwhile, to the hero, s/he gives a valuable lesson which makes the hero will not let his/hers guard down as long the story not yet ended.
In our mind, there exists something that has the same behavior with shape shifter. It is always trying to get our trust, but when finally got what it wants, it completely betrayed us. It is no other than the expectation. Expectation grows with our curiosity about something that unknown or mysterious to us, ranged from the future to someone feelings. Expectation is our way to fulfilling the desire to control things around us. Consciously or unconsciously, when we try to know better about the object of mystery, we tend to project our expectation to it. “I think it is good, I think it is dangerous, I think she loves me,” are some of various expectation that we often created.  Just like an addicted, when we finish projected one expectation, we will feel curious whether our expectation meet or not. This condition will expose us to a certain fact, which in turn intrigues us to make another expectation. The cycle will continue on and on until before we know it, we already attached to the object. From this point on, continuing our curiosity could be dangerous. Because when we faced with undesired fact (different then our expectation) it would renders us petrified. It will create a doubt, first with the object and later to ourselves.  A similar condition that the hero faced with the shape shifter that shifts to threshold guardian. The doubt or the threshold guardian will show us a harsh truth, which is actually we don’t really know about the object, that our expectation up to now is wrong, that our expectation true nature is a shape shifter.
Shape shifter (the representation of expectation) and threshold guardian (the representation of doubt) always strengthen each other. They create a sand pit trying to trap the hero (the representation of self), render the hero to two options. Surrenders and eaten by the antlion, or escapes by defeating either shape shifter or threshold guardian.

7.    Ally

Until now, every oppression I met, I cleared it with my own strength. Till I stopped, faced with a giant gap before me. It was so vast that I cannot saw the edge of it. It was so deep that I cannot saw the bottom of it. Trembled, I started to look around like a lamb lost his herd. Then I saw someone come to my direction. He looks a lot like me, except above his nose, instead of eyes, he got a silver wing grows from each of his eye socket. Through our conversation, he agreed to carry me passing the gap in exchange I show him the path to the light.

Throughout his/hers journey, the hero will meet many people. Some, being attracted by the hero’s qualities, decide to follow him/her on his journey. However, the heavy road that the hero walks on, made many of them shivered, and forfeited their earlier intention. Only a certain person who keeps his/hers will, gained the trust from the hero as his/hers ally (allies). An ally in the story is the person who has the same cause as the hero. However, different than follower who walks behind the hero, an ally walks directly beside him/her. S/he helps the hero when the hero meets a tough obstacle. His/her uniqueness which the hero lacks, make the hero can depend on him/her. By so creates mutual dependence between them. While the hero leads his ally through the journey, the ally supports the hero at nearby. An ally does not must have to be a human. Some story brought an ally in the shape different from the hero. Momotaro, a famous folktale from Japan, introduced a dog, bird and monkey as allies for Momotaro. The way an ally helps the hero is not only by physical means. Aware or not, the ally also helps the hero in psychic matter. S/he often makes the journey to be more enjoyable, cheers up the hero when s/he feels down, and at the very least s/he shows that the hero is not alone in his/her journey.
Inside our mind, ally represents the relief. Relief provides the other values or means that are not directly related to our ideal yet still accepted. Being as an alternative, it normally dormant, only awaken when we face a doubt. It helps us by giving another perspective without sacrificing our ideal.
There are two reasons why our mind creates a relief. Firstly, relief is our way to justify our cause. By creating relief, when there is a doubt about our ideal or our value, relief will act as a proof that we are on the right path. Secondly, because human is a social being. From the time of Adam and Eve, we cannot be separated with the other person. Even for the most introvert people, they still need the company of other persons. It is still mysterious whether our needs for others come as the result of our interaction or the cause of interaction itself. Whatever it is, it already resides in the deeper of ourselves. This need also come in our mind. Does not want to be left alone, our mind is always trying to search (and sometimes creates) another value that can accompany its value. When our mind got this other value, it shaped into a relief. Which then every time we interact with another person, our mind will compare his/her value with our relief. If they similar, we started to see the other person as likeable, as a friend. 
Ally (the representation of the relief) is the one who will help the hero (the representation of the self) to pass the threshold guardian (the representation of the doubt). As long as the hero wants to believe an ally, s/he will always dash to join the hero’s struggle. 

8.    Trickster        

Able to fly, now I believe I can reach the light faster. Or better, maybe I can even surpass the light. My thought was full of arrogance when a flock of birds came across me. They fly so elegant, every flap of their wings made a wonderful sound, just like a harp being played by the most skillful musician. Wondered where they were going, I followed them. However, when I was at their very center, they stopped to move their wings and replaced their earlier coordinated flight with a random fast glide, trying to crush each other! Every time they crushed they produced an eerie shriek, just like a banshee’s. I was scared, it was so chaos. I closed my eyes and put my hands covering my ears, hoping it was just a dream. The time I opened my eyes, to my surprise, instead surrounded by a pack of birds, I was surrounded by thunderous clouds! Terrified, I can’t move until one of the thunders struck me, and forced me to fall, fall, and continue to fall, into the deepest abyss of the earth.

Comical, funny, yet full of deceit are traits of the trickster. Famous examples of the trickster are clown and jester. Often being regarded as a mad man, s/he is a high skilled strategist who can turn the flow of every situation. S/he is the type of character who likes to make the enemy unguarded before stabs him/her to death, just like Loki, the Norse god who caused many problems to other gods. Things which trickster hates so much are stagnancy and seriousness. If s/he meets those two, s/he will use all his/her wits to bring them down. No one can control the trickster. S/he is the master of his self. However, when the hero able to befriend with the trickster, s/he will be one of the most useful company the hero has ever got. By provides laughter, the trickster could relieve the hero’s tense, making the hero can solve the problem with a clear mind. Even though s/he often changes the hero (or the other characters), s/he him/herself, usually, remains the same throughout the story. 
Trickster symbolizes something very important in our mind. Something that is we often thought as a burden, yet actually a very valuable one. It is the reality. Even though we sometimes try to suppress the reality, just as trickster who no one able to control, the reality will always come up. It would be better if we do not try to suppress the reality so much because it turns out has a powerful function. When we are too obsessed with something, throwing all of our expectations to it, reality will comes out and confronts all our expectations. Not by using magical yet unproven methods, but by chaining all the simple facts, it succeeds in making us take a several step back, analyzing everything that we have done. Only by doing so, we will be able to get a better understanding of it. In the end, It is not rare we laugh with ourselves when we realize how dumb our expectations is. Just like the never changing trickster, we would never able to shape the reality. When we felt like we just changed our fate, beware, cause maybe it was only the trick that the reality played on us, while it chuckled from afar.
Although sometimes annoying, but by using his smartness the trickster (the representation of the reality) are able to help the hero (the representation of the self) reveals the shape shifter’s (the representation of the expectation) true face.


The Cycle of Archetypes

Just as the sun that is the center of our galaxy, the hero through his journey also becomes the center that is surrounded by the other archetypes. Based on that, we can further group archetypes by its function into three.

1.    The Avatar

Cannot be argued more, the hero plays as the Avatar of ourselves. S/he is the shape that we put on when we started the journey, the bringer of questions that we hope answered at the end of the journey.

2.    The Guide

Consisted of the herald, the mentor, and the shadow, their functions are to drive us to the path of journey. While the herald calls us, the mentor pulls us and the shadow pushes us. Even though often depicted as the right and wrong or as the final results, the mentor and the shadow are only stimulants for us to do the journey, no more no less. They could be the results, but by thinking so, it means disrespecting their noble task.

3.    The Catalyst

The rest archetypes, the threshold guardian, the shape shifter, the ally, and the trickster are functioning as the catalyst. They are the one who help the hero to change. By the cycle of the creation of expectation and doubt, the shape shifter and threshold guardian raise new questions to the journey that the hero walks on. Questions that are the hero will answer with the help of the ally and trickster. They help the hero to analyze the question from other perspectives that hero never thought before. Doing so, not only lead to freedom from the burden of questions, but also the revelations of the hero true self. The revelation that is brought by a new herald, shows us a new journey to walk on.
        
It creates a wonder, if doing the journey only will create another journey, does our journey has an end? Will it be over? Personally, I do not know. However, I believe, just like the hero Menealus, who never gives up force the information from the sea god Proteus, we also need to keep walking on our journey. After all, what is the point of reaching the end if it leaves us with nothing more interesting to do?
All of the eight archetypes, with each part of mind that they represent, showed us not only the adventure of Luke Skywalker or the journey of Bilbo Baggins. More than that, they told us our very own story, which aware or not, already being written. A story where we as the hero is called by the news brought by the herald, driven by the light of the mentor and the darkness of the shadow, confronted by the towering threshold guardian and the confusing shape shifter, and helped by the trusted ally and the silly trickster. A story which if we survive till the end, if we reach at the last page before our ink dried, maybe, just like the last part of the hero’s journey, we could be the master of two world, the present and the future, and gain the freedom to live. 





                                                           Fig. 1 The Cycle of Archetypes


2.   Curiosity and Emotion

“Curiouser and curiouser," surprised Alice when she saw her body began to grow big, larger enough that even her head hit the roof. A phrase that perfectly fits with the story of Alice in Wonderland, a story full of strange yet interesting situation that intrigue more and more our curiosity. And yes, without the feeling of curiosity, Alice would never eat the troubling cake, and so do we, as readers, will not continue to turn the next pages. Curiosity itself is strange. It could drive us to do a certain activity without the concern of the external value, something that we, as a proud rational being, should never think. However, we always experienced it. When we curious about something, what we care about is the thing itself, which we want to know more about it. Curiosity is quite similar with the reason we play. When we play, we only did it because we found that the play is fun, and it is worth to do, even though we already know it will only waste our time (I believe there are a lot of people object what I have just said, but let’s just accept it, whatever the benefit the play gives to you, it actually less than the other more important activities would give).  Without the feeling of curiosity, or the reason that makes us play, we will feel the activity just as a chore, work, or order. By knowing more about it, I believe we could make a more engaging play or specifically, game. So without further ado, let’s jump into the rabbit hole.

Another face of the reality, the relief, the doubt, and the expectation

Previously, I talked about the important of the battle among the reality, the relief, the doubt, and the expectation in our life journey. They work as the catalyst, which their battles fill the journey the hero walks on, and help the hero to change. Not only found in life journey, they can also found inside game. The game does not need to have a deep story telling to include them. Even chess also has inside it.
The mechanic behind chess is fascinating. To get the goal of the game, player can do nearly unlimited ways. In every turn, the player is given of choices which pawns that player will move and to which place. Looks simple, but in the eye of a professional chess player, every placement of pawns is complicated, because at the same turn player also needs to consider what the effect the action gives, and what the action player will need to do next based on the opponent’s response. Although the player has given with many options with their own ends, in the end the player will only choose one option that player believes could give more benefits to him/her. If the option that player took fails him/her, player will try to consider another option that will give a better result. Looking at that, we can see the condition the chess player meet every turn is, in fact, the battle among the reality, the relief, the doubt, and the expectation. The option (consist of what pawns player will move, to which place, a play style, and the rest of consideration player built) the player takes resembles the expectation, where player put his/her hope to the strategy player created. As long as this strategy meets his/her interest, player would not consider the other strategies. However, when the option starts to fail him/her, player will be faced with a question whether the option player took is actually the right one, or in the other words, player meets the doubt. This doubt will open the player’s eyes about the real current situation. What pawn left in the board, what the position of each pawn, what the opponent trying to do, how the situation will progress from now on, and many more. This condition is when a player is engulfed with the reality. The condition that is previously was covered by the player’s expectation. From now on, player’s expectation will start to decrease and player will try to consider the other approaches. When player found it, player finally meet with the relief, the other option that player did not care less before. After that, the cycle will be back again, with the player now puts an expectation towards the new option.





Fig. 2 The cycle of doubt, reality, relief, and expectation

Novelty Seeking and Specific Curiosity

Based on the concept previously described, we can see there are two activities resulted from the relation among the reality, the relief, the doubt, and the expectation. First, when we blocked by the doubt and bitten our lips at the face of the reality, it will drive us searching many available options. The other one, by gaining the relief and creating the expectation, it will lead us to focus on one option, and try as hard as we can to gain many benefits from that option. At one side, it is an external activity, while the other is an internal activity. These two activities are similar with the two types of curiosity, novelty seeking and specific curiosity (Berlyne, 1962).
Novelty seeking is a state inside the individual that drive the one to search for stimulation occasioned by novelty, complexity, uncertainty, or conflict, irrespective of specific questions or problems. Specific curiosity on the other hands is the ori-entation toward investigating specific objects, events, and problems to understand them and be challenged by them (Peterson, 2004). While novelty seeking usually leads us to search of many activities that interest us, specific curiosity makes us focus on only one activity, to master or to know it better. From that, we can see that novelty seeking similar with the activity lead by the doubt and the reality (external) and specific curiosity with the activity comes from the relief and the expectation (internal).
Even though in his description Peterson said that novelty seeking comes without a specific question or problem, honestly I believe he did not mean there is no reason behind the novelty seeking. Every time we did an activity, surely there must be some questions or problems that drive us even though in the end we could forget about that because we are too immersed with the activity. The drive could range from an important to a trivial one that even we do not aware of it. For novelty seeking, the thing that drive us I believe is the trivial one, either a problem in our current situation that we felt as boring or a question whether there is something that could interest us. In my opinion, what he means by without a specific question or problem is the problem/question that caused novelty seeking is something that irrelevant with our daily life. Something that even if we do not get the answer would not give a great deal to our life. It is different when we try many recipes because our boss told us to prepare a delicious dinner for an important guest with when we do it because we are curious with the limit of our skill (or the taste of dishes themselves). The same thing happens with play, which is an activity without material interest, and no profit can be gained from it (Huizinga, 1955). Although nowadays there are professional players who are being paid for becoming the best, in the very essence the drive that presses him/her to go forward, to make an effective strategy, or even to exploit the play is his/her curiosity. Money or fame, only act as a secondary drive, other ways s/he will feel it not as play again, only a chore. Even so, it’s quite hard to differentiate which drive that leads to curiosity and which doesn’t. So I think it is for the best if we treat the drive not as a binary value, but as continuous, with every value leads to a certain proportion of curiosity. This drive, which leads one to explore his/her surrounding, to see another option, is shaped by the doubt and the reality. The doubt gives a problem, which will be enhanced by the reality into a question. Just as when we play chess, when our strategy does not give the expected result, and lead us to question whether our selected option is the right one.
Specific curiosity, based on what Peterson said, will lead us to a challenge. Challenge usually related to a problem, something that actually we never hope for when we have found a solution. When we have found the relief (an option that we thought as the best one) and we have created the expectation (what we want to achieve by using this option) we felt that we just released from previous problem, a problem of which option is the right one, and the condition would be better after this. However, by adopting an option, it gives us another new problem. The problem of how to use this option, how to master it, so it could give the expectation as we wanted. This problem, or should I say, this challenge, will help us to know more about the option we take.   
More about curiosity, through their optimal stimulation theory, Spielberg and Starr’s (1994) said there are two aspects contribute to the transition between diverse curiosity (novelty seeking) and specific curiosity. They are a person level of curiosity and anxiety toward the available options in the environment. When the curiosity higher than the anxiety, a person tends to explore every option in his/her environment (novelty seeking). However, when the curiosity is lower than the anxiety, one tends to disengage from many available options and focus on to a cer-tain option (specific curiosity) in order to maintain the simulation to a manageable level. While the curiosity is related to the number of options that a person take at the time, the anxiety is related to the total load of options in a person’s brain at a time. To control the number of option that a person can choose at the time is quite difficult, because if we give limited options when a person expected more, it will make the person feel being chained, stripped from his/her freedom. However, if we give many options when a person can only take a number of options it will lead him/her to stress. One of the solutions to this is by giving a reason to the person why he needs to take many options and to take a limited number of options at a certain time. By showing a person the doubt and the reality, it will increase his/her curiosity about the other options besides the option that s/he currently hold on, and when the curiosity is greater than his anxiety (when at that time came only from the load of the option s/he holds) s/he will do the novelty seeking. When his/her anxiety from thinking every available option already piled up, greater than the curiosity, it will make the person forfeits the novelty seeking. However, by doing so, not only the player forfeits the novelty seeking, but also the activity itself. The other way is, by decreasing the person curiosity by showing him/her the relief and ex-pectation, it will lead him/her to specific curiosity.
As from what have explained above, we can see that the reality, the relief, the doubt, and the expectation work as the drive toward curiosity. The doubt and the reality increase curiosity and when it is greater than the anxiety it will drive to novelty seeking. On the other hands, the relief and the expectation decrease the curiosity and when it is lower than anxiety it will drive to specific curiosity. However, in the end, what we would gain from the curiosity?

The Law of Emotion

Every curiosity will give two kinds of results, the desired, or the undesired one. When we felt curious with a certain book cover and we decided to read it, in the end we would get either the story is interesting as what we desire based on the pretty picture of the book cover or it is actually a boring and dull book, something that is opposed with our desire. Both of the results will be accompanied with feelings or emotions. When matched with our desire, we will feel happy, proud, or excited. However, when it did not match, we will feel, sad, disappointed, or even angry. That explains why every time a good play is over, rather than gives a bland expression, a player would shout a triumph, or if s/he unlucky, a curse. Emotion itself is quite hard to understand. Many game designers try to know how to produce a certain emotion from their game yet only a few succeed. Even though now we know that emotion resulted by curiosity, but it still in a big picture. We need to make it more specific. One of the ways that we could do is to learn how the emotion behaves. One of the theories that explain it is the law of emotion (Frijda, 1988). Here, I will des-cribe some of the laws that related to what we talk about.
The law of situational meaning stated that an emotion would be produced when a person perceives a meaning behind the situation. It means the cause of emotion is a subjective matter. The same situation could elicit different emotion based on how s/he sees the situation. Further, on the law of concern, Frijda said that what makes the difference in perceiving a situation is the concern of the person. If a person does not see the situation as something important, however great the situation it will not produce an emotion to that person. But in the other hands, if the person has a concern toward the situation (it can in the form of hope or fear) s/he will produce an emotion that related to his/her concern. Also, the situation does not necessary to something that already happened. In the law of apparent reality, Frijda said that the most important is the person treats the situation as real, even though it is not ma-nifested yet, such as the future. 
From those three laws, we can see people will always appraise the situation (has happened or not yet) with their concern as reference. The concern will work as the drive of the emotion, and the situation will work as the consideration of which emo-tion to produce. This finding conforms with what we stated before, which if the situation matches with the concern, it will give positive emotions and vice versa.
In the game, because our action is limited and shaped by the goal of the game, so everything that we do is subjected by the goal. When we decided what action that we will do, it is usually based on how we perceived the current state in the game. Also, we will try to select an action that we feel appropriate in the current situation that would make us closer to the goal of the game. So in the game, the goal works as our concern, and the state of the game works as the situation. One thing to note, the game state must accommodate both wanted (suitable with the goal) and unwanted one (not suitable with the goal). Also, the player must be able to change the game state with their meaningful action. By meaningful, I mean the action value should depend on the situation. If an action gives positive effect regardless the current situation, the player will surely abuse that action, which lead that they are not taking consideration of the game current situation. For example, in chess, moving a pawn is the allowed action in the game. However, the value of moving the pawn depends on the situation. If the player moves the pawn to check his/her opponent, the action is considered as one that will bring the player to his/her goal. In the other hands, if the player still keeps marching forward even though his/her king is in danger, it was an unwise action, and surely will bring the player farther with his/her goal.






              Fig. 3 Situation can change through meaningful action

Previously, it was stated that the doubt and the reality will create novelty seeking while the relief and the expectation will lead to the specific curiosity. Also, the reality will follow the doubt and the expectation will follow relief. The reality, the relief, the doubt, and the expectation are situations that we assess based on our goal. The difference between them is while the doubt and the relief shows a current situation, the reality and the expectation show a probable situation that will happen if there is no change in the current situation. The change itself is shaped by the use of a certain action.






                                                             
Fig.4 (a) The doubt will lead to worse situation as predicted by the reality if there is no change happens in    situation. (b) The relief will lead to better situation as predicted by the expectation if there is no change happens in situation.

However, why we need to provide unwanted situation if it will only give the player negative emotions? Why we do not just stick with the desired situation, a situation that conforms to the goal? The answer can be found from the rest of the law of emotion. The law of change said that the elicitation of emotion does not depend entirely by the value of the situation. Of course desired situation will give positive emotions, and also true for undesired situation, which will give negative emotions. However, the most important is the actual or expected change of the desired or undesired situation. If the new situation better than the last, it will elicit positive emotions. However, when the new situation is worse than previous one, it will create negative emotions. That means if the situation is worse than the last even though it conforms to the desire, it still gives negative emotions. The other way around also works, when the new situation better than the last, even it still doesn’t fit with our desire, it will give positive emotions. Continued by the law of habituation, being exposed by the same situation for a longer time could decrease the impact it gives to the emotion. Unless we get a situation with greater/lesser value towards our concern, pleasure will gradually wear off, and hardship will lose it poignancy. Change hap-pens because there is a difference in the value between situations, with each situation value is obtained by making a relation with a frame reference, as the law of comparative feeling stated. This frame reference could come from many sources, such as fate, expectation, condition of other, desire and many more. Before, it was stated that being exposed with the same situation could decrease the effect it gives to the emotion. In that kind of situation, we became used to with the situation, so it will not give effect as big as it gives for the first time. The law of hedonic asymmetry stated that the time that is required for us to get accustomed depend on the type of emotion. Negative emotions usually last quite long before we get used to it, or worse, it never happen. In contrast, positive emotions depend so much on the change. Without a change, positive emotions will surely disappear overtime with an exposure to the same situation over and over. In the other words, if there are no changes in the situation, the time that is needed for us to dissipate negative emotions is longer than positive emotions. Some people believe that time will heal emotion. However, Frijda disagrees with that. Based on the law of conservation of emotional momentum, an emotion will persist inside someone until there are another situation that modifies the emotion, whether it is the same situation that diminishes the emotional value or a different situation that brings a change in emotional value.
From all of those, there is one important keyword. It is change. Without a change in the situation around him/her, a person will lose his/her current emotion or retain his/her emotion (however, I found that it was impossible. Even though the situation around us did not change, but because our senses always receive a new stimulus every second and treat it as something different than the previous, it makes us perceive the same situation as a totally new situation). It answers our previous question. If we only give a desired situation (which gives positive emotions at first), the player will get used to it, and the emotion will decrease and before long it will disappear. Of course, we can still always give a better situation than the previous, so there is a change that leads to increase in positive emotions. However, the problem is, to always do it is extremely difficult. Because before we know it, the difference that we need to give has already increased sharply. Thus, makes our effort grow exponentially. Worse, if the concern is something that has a static value, it will decrease the playtime. It happens because we must always give the player a better situation where a better situation means closer to the goal. That is why, in a play or game a change between desired and undesired situation must happen alternately.       




Fig. 5 (a) A graph where play only provides desired situation. (b) A graph where play provides both desired and undesired situation alternately.


Now, let’s combine what we got so far. To refresh, here what we already knew:

1.     The doubt and the reality drive people to novelty seeking, while the relief and the expectation drive to specific curiosity.
2.     The doubt and the relief show a current situation.
3.     The reality and the expectation show a probable situation that will happen if there are no changes in the current situation.
4.     If curiosity greater than anxiety, novelty seeking will happen.
5.     The other way around, if curiosity lesser than anxiety, specific curiosity will occur.
6.     Situation can be changed via action.
7.     Every situation has its value regarding how good/bad it fulfills a person’s concern.
8.     Change in the situation is the primary cause of emotion elicitation.
9.     Positive emotions tend to disappear if continuously come from the same situation for a longer time while negative emotions sustain.

Now, let’s map all of them into the previous graph. Because the graph has a repeated of increase and decrease state, for clarity, we will only inspect one increase and one decrease state (one mountain).



              Fig. 6 Graph with only one increase and one decrease state (one mountain)

Here we can see a person who at [A] will meet with the relief, find the action that solves his/her problem. Meeting the relief is a desired situation, because relief will help the person closer to his/her goal and give positive emotions to the person. From here until [B], the person will always create the expectation, hoping a better situation than the current. Throughout this process, the person will only care about the action that s/he found when s/he met the relief or in the other words, s/he will in the state of specific curiosity. In this state, a person’s curiosity decrease, and also by thinking only one action at the time make the anxiety level go down too (even so, the decrease speed of the curiosity is faster than the anxiety which makes the level of curiosity still lower than anxiety). As long as the new situations (every point between [A] and [B]) meet his/her expectation, they will give him/her positive emo-tions. Engulfs with the positive emotions for a longer time, the increase of emotion will start to drop until it stop. Not feeling with another positive emotions, the person will arrive at [B], where s/he meets the doubt. At this situation, the person will start questioning the action that s/he has done till now. Thus, makes his/her curiosity will start to increase. From this situation, the person will get negative emotions and consider the other options, even though s/he is still progressing with the current action, which makes his/her anxiety start to rise. Also, from here s/he will see the reality that his/her current action actually not good enough, and s/he needs to find a better one. That reality leads him/her to do the novelty seeking. Until the person finds the correct action, s/he will get negative emotions as shown by a decrease in trend. Finally, if the person finds the right action, s/he will arrive at [C] and meet the relief again. Next, the cycle will be repeated again and again until the person arrives at his/her concern.
So far we feel optimistic a person will surely get his/her concern. However, what if s/he never find the relief, which will raise his/her emotion? Does his emotion will continue falling until hit the value of minus infinity? What is the emotion with the value minus infinity anyway? The answer to this question can be found in the other two laws of emotion, the law of the greatest gain and the law of lightest load. The law of greatest gain stated that people will always seek an option or select an action that maximize emotional gain (positive emotions). In contrast, the law of lightest load stated that when making a choice, people will always choose one which has minimum emotional lost (negative emotions). It is quite similar with the economy, where people will always compare options in the term of their gain and lost, and try to find the one that gives a greater result. So even in the hardest situation and there are no escape, people will always try to search other options in the hope the new situation, although does not release him/her from the harsh situation, can lighten the negative emotions that s/he will get. Also, even though the person did not find another better options, from the law of habituation we knew that in time, the person will get accustomed with the bad situation, and the emotional load will start to decrease until it stop declining. Although the law of hedonic asymmetry said that in order that to happen it will take a very long time, at least it will not reach a minus infinity value. By combining this into our graph, we get the below picture.





                  Fig. 7 Graph shows people always try to minimize emotional load in a difficult situation

So now we understand how curiosity happens in people’s mind. However, what we gain by knowing this? How will it impact to our concern, to game design? Well, I always believe a game or a play first and foremost should facilitate how people behave. However immerse it is, it is only a tool that people use to gain a certain need. It must not dictate how people should behave. They are not a lab rat in a skinner box experiment. By respecting our players as a human, I believe that they will not only feel fun but also won’t regret anything when they decided to put down the joystick in their hands.
However, if that so, why bother creating a game or play? Doesn’t our real life already works and accommodates it? Game or play has the same power as the story, where it can cut the boring part and jump directly to the interesting one. Imagine how dull it would be if Sir Arthur Conan Doyle decided to put the everyday life of Sherlock Holmes, including the day when there are no case. Game or play can bring order to the chaos of our daily life and shape it into a more structured way as what we hope. That is why the job of game designer is not to shape the behavior of the player, but to highlight the interesting part of our life and present it in an astonishing way.
Christopher Peterson (2004) said that a curiosity should be generated, sus-tained, and integrated. We already knew that curiosity can be generated by pre-senting a situation that a person concerns and giving him options to manipulate the situation that s/he can choose. However how about the sustained and integrated? Sustained means that a person’s curiosity should be maintained through his/her activity so it will not disappear. If a person lost his/her curiosity, it will lead him/her to quit the activity. In our graph, it means another mountain must be created after a person finished one. However, the next mountain must lead the player closer to the goal. The purpose is not only to create a progressive experience, but also to integrate the previous curiosity with the next. By doing so, when the player creates another curiosity, he does not do that by totally dropping the previous curiosity. A person gains the next curiosity by looking to the previous curiosity’s weaknesses and strengths and using them as the requirements for the selected option for the next curiosity.       




Fig. 8 The desired graph

Curiosity always related to madness. Doing the thing that a normal person would not dare to do, doing the thing that only gives a trivial result. Despite always trying to deny it, every person must have experience it. Whether small or big, whether in reality or fiction. If you’re still unsure, here I give a part of the talk between Alice and Cheshire Cat to prove it,

 “But I don’t want to go among mad people,” Alice remarked.
“Oh, you can’t help that,” said the Cheshire Cat: ” we are mad here. I’m mad, you’re mad”. 
“How do you know I’m mad?” said Alice.
“You must be,” said the Cheshire Cat, “or you wouldn’t have come here.”


3.   Post-Nihilism and Goals in Video Games

Other than the cycle of expectation, doubt, reality, and relief, there is something else that we can learn from archetype in story. It is the relation between mentor and shadow. Previously, I said that mentor and shadow work to drive moving forward. Without them, the hero in the story will not have a willingness to do an adventure. In our life, mentor and shadow is the representation of good and bad, right and wrong, positive and negative, all the things that work in contrast, with each is lo-cated at the opposite side of the spectrum and always fight with each other. In a story, usually, at the end of it we will see either mentor won over shadow or the opposite (most of the time it was the former). Similarly, in our life we always believe or being told that the right would eventually win in the end. If this is the nature of the interaction of mentor and shadow, the right and wrong, where they always fight between themselves and in the end there is only one which become a winner, this create a question. Is it true?
Our life shares one similar element with a story. It is the duration. In the story, usually, it covers a certain number of pages, or a certain amount of time. In our life, it is our lifespan. However, different than a story, in our life we rarely found that the right won. Maybe some people do not agree with this. They believe that you will get it if you stick with the right. The problem in here is not how to do it, it is whether it possible or not. Win is one of the output conditions that, usually, come from a type of confrontation. If it is an output, it means it is the end. There is nothing beyond it. Na da. That is why, the triumph of the right, which the hero fights for it, always comes at the end of the book, or before credits screen rolls. Do we get this when we died? Do we really extinguish what we thing wrong in our last breath? We do not. Then, what about this? What if, we can eliminate all wrong before our life span runs out? For instance, we successfully reduce the rate of crime in our country to zero. Is not that a win? Sadly, even if it comes true, we still do not win. The wrong still lingers somewhere without our knowing. It lingers in our mind. You still think the wrong is the opposite of your right, and you will make sure it will not appear again. It still exists. Without we forget the wrong, we will never make the right win.
Can we do that? It is difficult. Because when we take one thing as right, at the same time we also acknowledge the wrong. Throughout our life, we tend to strengthen our faith to the right, which, usually, also consist enhancing our hatred to the wrong. This habit works continuously until we found it was hard to try to explain why the wrong is wrong. It just already crystalized in our mind. Suddenly forgetting about it is proof to be difficult. However, it is possible, but with a cost. To forget the wrong, first we need to forget why it is wrong in the first place. The problem is, what makes it wrong is because it lies in the opposite from the right. If wrong disappear, then what makes the right is right? It lost its frame of reference. This makes to forget the wrong is wrong; we also need to forget that the right is right. It will throw us outside the boundary of the spectrum right and wrong. Not sure what we fighting for up to now, not sure which is right and which is wrong, we enter nihilism.

Nihilism

Nihilism is not a belief that there isn’t right or wrong, a world without order. Nihilism, based on Nietzsche, is an event, a situation where there is no highest value, there is no actual right . This situation happens because our world is always cha-nging, always growing. Our value that we keep is actually a fiction that we des-perately hope to exist. Something that we get from the other world, the world where there is a totality, and we try to impose it to our ceaseless real world. Doing this only put us in vain, and eventually will lead us to nihilism, a situation that Nietzsche put as a situation when the highest value devaluates themselves. Maybe this is why we like to read fiction, watch a movie, or play a game. It is only in those “other world” we get an affirmation about our value. We are just trying to escape the nihilism.
Nihilism creates disbelief toward value to maintain order. This makes there is no universal right or wrong, everything is right and the same time wrong. Everything is the same and is allowed. As a situation, it means that it is not only what people believe. It is a fact, which will happen to us. That is why, Nietzsche believes to overcome nihilism it is not sufficient to change what the nihilists believe. Try to make them hold a certain highest value, the right, when they already seen its incapability, is just like asking them to become an ignorance.

Post Nihilism

However, nihilism is not a totally bad thing. It is a situation that is required if people want to know the truth. So the question is, how we move forward from ni-hilism. To do this, Nietzsche said that what we need is reevaluate the value. Value should become a product of life that depends on itself, not on dictates from “outside”. Value depends on the situation, not control the situation. We allowed up-holding a value as long as it makes sense for our current situation.
Nietzsche argues value should applicable for our life. So the one who should create it is the people who live the life. Life itself comes in a various shape. There is our individual life, social life, and many more. From each life, there is a certain value that regulates within it. A value can be similar or can be different depend on which life we belong to. However, this does not mean that value is relative. This is because when we happen to be in one life, we see value from its perspective while we can only see something as relative if only we are outside to what we measure, a position where we can see all things at the same time.  It is absolute, and yet it only becomes absolute in that life. This makes value is actually exist. There is right and there is wrong. However, for the same thing (or event), the value can varies, depend on which life it is located. Also, the one who must make the judgment is the people who belong in that life. So we are allowed to use or even make a value when it only impact on us personally, but when we with other people we must reevaluate our value by considering the other people.
Post nihilism is different than pre nihilism, where we just blindly following what we thought right and wrong, despite our current situation. It is also different from nihilism where there is no value. In post nihilism, we become the master of value, not the slave. In turns, it will help us to see the nature of value, what it actually gives us.
Why then the value, right and wrong, exist? When it comes to reasoning about right and wrong, people tend to think them solitary from each other, where the right will give them a benefit while the wrong will give them punishment. However, I believe beyond that, there is a bigger advantage that we can get when both the right and wrong exist. This advantage strangely is not related with either the right or wrong. It located outside the spectrum, and yet it impact only to oneself. In our reality, this advantage comes in the form of a sense of progression. Without the right and wrong, we do not have a purpose to continue living, because everything is similar, there is nothing that we can pursue. We will feel that we just circling around without moving an inch in our life. I believe the scariest for human is the feeling of boredom, a feeling that we get when everything is never changing. To escape the boredom we must take a value.  So, in my opinion, post nihilism is a state where people uphold a value not for labeling things around them with either right or wrong and blindly following it, but to get the advantage that they can only achieve when both right and wrong exist.

Goals in Video Games

Surprisingly, the advantage of right and wrong is something that we, game developer always trying to create. However, it is slightly different from our real life. In the game, right and wrong is related with goals. When goals in the game are created, the reason is not to make the player get the right, which is winning the game, or to avoid the wrong, which is losing the game. It is the other thing. If for our reality it is what I said earlier as sense of progression, in the game it comes in the form of enjoyment. To get this enjoyment, player does not have a choice other than play. This is a grand rule that every game designer obeys. Goals only exist to give player enjoyment. When the goals do not give a pleasure, they must be ruled out. Even so, because every player has variety of skills, to entertain every player is difficult. That is why normally in the game the player is allowed to adjust the diff-iculty.  
Difficulty selection feature works brilliantly to help player to get the goals without losing the enjoyment. Let’s take competitive games for example. In most of competitive games, player is allowed to adjust to almost all of the aspects of the game, from time limit to enemy level (from adjusting computer skill or selecting other player who s/he want to compete with). This works well with player goal (to become better) without sacrificing his/her enjoyment (s/he can cope with his/her current skill). However, this is not valid for every type games. For single player story driven game, I argue this feature will not work well with player goal and enjoyment.
For single player story driven games, the goals is to know what will happen next, and finally see the ending. For the enjoyment, it comes from the feeling of immerse through the story. Although by letting player select the difficulty of the game (which is usually comes in the selection of easy, normal, or hard) can help the player to cope with the game which is giving them a bigger opportunity to reach the goal, it actually can break the enjoyment, the feeling of immerse. That is why game designer, usually, place the difficulty selection at the start of the game, and player must stick with it until the end of the game. The problem is, human is a creature that is easily to adapt. Given time, something that feels challenging will lose it charm, and we will get used to it. Our skill will surpass the challenge and what left is a dull experience, where game feels very easy, and we become just like an audience rather than a player. This in turns will also break our immersion. Knowing it, many game de-signers let the player change the difficulty at fly. Believing it will help them to con-trol the difficulty according to their skill, this decision creates the same problem. Changing the difficulty inside the game, usually, happens when the game was felt too easy or too difficult. In order to do this, player needs to pause the game and go to the difficulty setting. Which means there is a delay through game progression that the player spends for an activity that unrelated to the narrative. This will increases the chance the player loss the immersion.
The relation between challenge (or difficulty) and skill is best explained by flow theory (Csikszenmihalyi, 1990). In flow theory, we see that when challenge and skill create a pattern of flow channel it will make the player feel the experience of flow, which is being immersed in the activity. This theory teach us that to make the game balance between player skill and challenge provided in game, things that should be considered are:

1.    Define the challenge

The challenge that provided in game should have a value that can be measured by character’s action. A task to deplete enemy’s health where the game does not provide an action to punch, shoot, or other things to complete the task is not a good challenge.  

2.    Define the player skill

Player skill is different from character skill. By player skill, I mean the ability that the player has in the real world that will be translated by game through character’s action. It could be motoric ability such as rapidly press various button or logic thinking ability such as finding the solution of a puzzle. Also, not least important is to determine the maximum skill the player can have. Although human always growing, but it needs time. Rush it through game time, which considered small compared to player lifetime, will only stress the player.

3.    Map the challenge and skill

The rest is to connect the challenge with the appropriate skill. Although there is many guides to do this, I believe this activity is more art than science. The best good solution that I have encountered is to do much playtesting with different type of player.




                                    Fig. 9 Flow graph

The pattern at flow graph shows that there is a set of challenge that only appropriate for a certain skill. Usually, this pattern is plotted with the story in single player story driven game, where player is assumed to have a higher skill in later story. However, because most of this type of game takes a longer time to finish many players will not complete it in a single play. Moreover, with the increase of the number of game that player plays at the same time, it increases the chance there will be decrease in player skill. Because previously I said giving the feature of difficulty selection in the game could break the immersion, we are left with a dynamic difficulty feature, which has two important things in order to work:

1.    Measure the player’s current skill

Game should measure player current skill and bring the suitable challenge. In the game, challenge is represented by game element that can be manipulated by character’s action.  Character’s action is coming from game translates player’s action to a bit of information. Then, to know the player’s current skill can be measured by how well s/he delivers the input. In the past, it is something that is hard to do, but nowadays, with the rise of analytic tools, it is not impossible to do. By reading the input information, such as the time between button pressed or the decision the player made, game can measure a player’s current skill.

2.    Remember the player’s previous skill

Other than knows the player’s current skill, game should interpret it based on player’s previous skill. If player’s current skill is higher than previous skill, that means player is growing as the game wanted. However, if the opposite happens, game should lower the difficulty by giving an easier challenge while helping the player to gain his/her previous higher skill.
However, using dynamic difficulty has a drawback.  This feature will make there is no progression through the game, which is what single player story driven game is all about. This is caused by the game will adjust to player skill, and there is a chance where player will feel the earlier section of the game is harder than the current caused by the decrease in player’s skill and there is sudden increase of difficulty because player regain his/her skill. Fortunately, like I said before, in single player story driven game, player’s skill is already plotted with game progression. So what game should do is only read player’s current skill and compared it to the designed player skill from game progression. If player’s current skill is higher than what it should be, then the game can increase the overall game difficulty. However, when the opposite happens, game does not need to lower its difficulty. What it should need is to pause the game progression and focus help the player get the suitable skill.
There are many ways to do this. However, what I found interesting is the dying system in Herc’s adventure (LucasArts, 1997). In Herc’s adventure, every time player dies, player is thrown to the underworld where player needs to fight Hades’s underlings before player can continue their game. This underworld is not only worked as a mini games, but can also help the player to improve his/her skill without sacrificing the game progression. Moreover, the developer makes this feature still related to game narrative so that it will not break player’s immersion.
By using similar concept with Herc’s Adventure (halt the game progress to train the player in a special place), and combined with reading player’s current skill (and use this information and the designed skill to plot the difficulty trends of special place) it will help the player to cope with game difficulty. Also, this concept can be used as interactive game tutorial too. Game designer has long known that giving an interactive type of tutorial is better than a writing one. However, this type of tutorial is only found at the earlier game, and after it was over, when player forget about some element of the game, the only thing player can rely is only the written summary of tutorial (and only if it provided).
This system, together with the ability of the game to dynamically increase the difficulty (if player’s current skill is higher than the designed one) I believe will help the player to work on the game goal without forgetting the advantage that it provided, the enjoyment. Or in the philosophy words, the state of post nihilism.


4.   Archetypes, Life, and Games

There are eight archetypes that we found through a story. More than just a personality, they also depict how life and game work.
We as a human in life, or the player in the game are what the hero represents. We are the one who start the journey, do the journey, and end the journey. In our jo-urney, we are the actor, not just a mere audience.
The herald in life works as a gate to our life journey. A journey we have already started since we born to this world. Similar to the life, in the game herald appears when we start the game, or even before that, when we take an interest to the game.
Mentor and shadow appear as the right and wrong, the value that we uphold. Their interaction creates what in the theory of flow known as challenges. To app-rehend this value, we need the ability to evaluate it, a skill. A pre-nihilism state we encounter if the challenge to achieve the right is greater than our skill to apprehend it. This pre-nihilism state will create an anxiety to us. However, when the challenge is too low compared to our skill, a situation where we cannot even feel the dread from the wrong, it make we lost the wrong (which is not long after that the right will also followed). Not sure what is right and what is wrong, we ended up in nihilism state. Feeling everything is the same, we easily get boredom. After circling around in nihilism, people will consider using value again. However, different than pre-nihilism, people will use the value that suitable for their life, their skill, and become a master rather than a servant. This state is known as post-nihilism, which gives an advantage to people, being immersed in the flow channel through their lifetime.
In life, the shape shifter works as expectation, the threshold guardian as doubt, the trickster as reality, and the ally as relief. Together they fill our journey in our lifetime. Expectation will help as to focus only to our current solution, and drive as to specific curiosity until we meet doubt. Doubt opens our eyes that our solution is not good enough and makes us see the reality. The reality encourages us to do novelty seeking, looking from many available solutions. After a certain time, we will get the best solution, the relief, and start to build expectation toward it.


Fig. 10 Life/game from archetypes perspective and its components.

Whether archetypes in people define life, or life defines archetype is still unknown. One thing for sure is, game, as a product crafted by human, is influenced heavily by people’s archetype. So, it is not an exaggerated if game is the best representation of our life, and our answer how to make it better.

REFERENCES

Csikszentmihalyi, Mihalyi. (1990).  Flow: The Psychology of Optimal Experience. New York: HarperCollins.
Frijda, N.H. (1988). The Law of Emotion. American Psychologist. 43(5), 349-358.
Huizinga, J. (1949). Homo Ludens A Study of The Play Element In Culture.  London: Routledge & Kegan Paul Ltd.
Nihilism. URL: http://press.princeton.edu/chapters/s9593.pdf [2 October 2014].
Peterson, C. & Seligman, M.E.P.  (2004). Curiosity. In: Character Strengths and Virtues. United Kingdom: Oxford University Press, pp. 125-141.
Vogler, C. (2007). The Writer’s Journey Mythic Structure for Writers Third Edition. Laurel Canyon: Michael Wiese Productions.






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