“Curiouser and curiouser," surprised
Alice when she saw her body began to grow big, larger enough that even her head
hit the roof. words which 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, won’t continue
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 of. However, we always experienced
it. When we curious about something, what we really care about is the thing
itself, which we want to know more about it. Curiosity actually quite similar
with the reason why 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 a do, let’s jump into
the rabbit hole.
Another Face of
the Reality, the Relief, the Doubt, and the Expectation
In my previous article (archetype in video game), I talked about the
important of the battle among the reality, the relief, the doubt, and the
expectation in our life journey. Even though it quite gave a jolt to my right
brain, but my left brain, who always try to concern everything as information
regardless the rhetorical value behind it, just gave a bitter smile and said
“meh." Well, partly I agree with that, because with just the rough
information as it is, it still doesn’t give a real meaning to my concern, the
game design. So, before we begin talking about curiosity, I will try to clear
the shape of the reality, the relief, the doubt, and the expectation in the
game which surprisingly is related to the curiosity itself.
The mechanic behind chess is really
fascinating. To get the goal of the game, chess provides nearly unlimited ways.
In every turn, the player is given of choices which pawns that s/he 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 s/he
also needs to consider what the effect his/her action gives, and what the
action s/he will need to do next based on the opponent’s response. Although has given with a lot of options with their own
ends, in the end the player will only choose one option that s/he believes
could give more benefits to him/her. And if the option that s/he took fails
him/her, s/he 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 s/he will move, to which place,
a play style, and the rest of consideration s/he built) the player takes
resembles the expectation, where s/he put his/her hope to the strategy s/he
created. As long as this strategy meets his/her interest, s/he wouldn’t
consider the other strategies. However, when the option starts to fail him/her,
s/he will be faced with a question whether the option s/he took is actually the
right one, or in the other words, s/he 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 really trying to do,
how the situation will progress from now on, and many more. This is when the
player is engulfed with the reality. The condition which is previously covered
by the player’s expectation. From now on, player’s expectation will start to
decrease and s/he will try to consider the other approaches. When s/he found
it, s/he finally meet with the relief, the other option that s/he did not care less before. And the cycle will be back
again, with the player now puts an expectation towards the new option.
Novelty Seeking
and Specific Curiosity
Based on the 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’s an
external activity, while the other is an internal activity. These two activity
actually similar with the two types of curiosity, novelty seeking and specific
curiosity (Berlyne, 1962).
Novelty seeking is a state inside the
individual which 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 orientation 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 to
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 didn’t mean there are 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 immerse with the activity. The drive
could range from an important to trivial one that even we don’t 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 don’t get the answer wouldn’t give a great deal to our life.
It’s 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 secondary drive, or 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 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 doesn’t 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, actually it gives us another new problem. A 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 options 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 certain 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 the 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 a lot of options when a person can only take a number of
options it will lead him/her to stress. One of the solution 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 options already piled up, greater than the curiosity, it will make
the person quits the novelty seeking. But by doing so, not only the player
quits the novelty seeking, but also quits the activity itself. The other way
is, by decreasing the person curiosity by showing him/her the relief and
expectation, 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’s
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 didn’t 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. A lot of game designer 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 behave. One of the theories that explain it is the law
of emotion from Frijda. Here, I will describe some of the laws that related to
what we talk about.
The law of situational meaning stated that
emotion will be produced when a person perceives a meaning behind the
situation. This 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 the person doesn’t see
the situation as something important, however great the situation it won’t
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 doesn’t
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’s not manifested 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 emotion 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 every thing 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 as the situation. One thing to note, the game state
must accommodate both wanted (fit with the goal) and unwanted one (unfit 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
is depended on the situation. If the player move the pawn to check his/her
opponent, the action is considered as one which 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.
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 is actually situations
that we assess based on our goal. The difference between them is while the
doubt and the relief show a current situation, the reality and the expectation
show a probable situation that will happen if there are no change in the
current situation. The change itself is shaped by the use of a certain action.
However, why we need to provide unwanted
situation if it will only give the player negative emotions? Why we don’t just
stick with the desired situation, a situation which conforms with 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 doesn’t 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 worse than previous one, it will
create negative emotions. That means, if the situation is worse than the last
even though it conforms with 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 gives 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 happens 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 won’t 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. But 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 didn’t
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). This answer 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 play time. It happens because we
must always give the player a more 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.
(a) A graph where only provides desired situation
(b) A graph where 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 change 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).
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 this 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 emotions.
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 the 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
rise 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’s actually 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 which 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 doesn’t
release him/her from the harsh situation, can lighten the negative emotions
that s/he will get. Also, even though the person didn’t 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 won’t
reach a minus infinity value. By combining this into our graph, we get the
below picture.
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 the 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.
Yet if that so, why bother creating a game or
play? Hasn’t our real life already works and accommodates it? Game or play has
the same power as 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 for. 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, sustained, and integrated. We already knew that
curiosity can be generated by presenting 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 won’t 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 doesn’t 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 use them as the requirements for the selected
option for the next curiosity.
Curiosity always related to madness. Doing the
thing that a normal person wouldn’t 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
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.”
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