Overstuffed: Games and Ph.D. Science Have A Lot In Common
Article, Parallels
Abstract: Abstracting my experience as a
Ph.D. candidate in biomedical sciences helped to highlight unexpected parallels
between video games and research science. In recent years, the two have become
increasingly overstuffed with content. In science, heightened data demands have
led to overlong and often diluted manuscripts. In games, the community’s demand
for more had led to experiences with artificially inflated completion time and
undercooked content. More is better, except when it’s not.
Sometimes
it bums me out that I cannot directly translate my experience as a biomedical
Ph.D. scientist into my perspectives on games more often. It would be great to link
games to phosphorylation events in signaling cascades. Or to a recent
study found that mammary epithelial cells throughout organogenesis develop
tools for immune evasion as part of ductal elongation, which may correlate with
the body’s difficulty to combat breast cancer.
As I get
further into my thesis project, direct parallels between what I think about
and work on becomes increasingly detached from a generalizable foundation. When
I started this blog I had high hopes that I could pull in my specific perspective as a biomedical
scientist in the discussion of video games, but as I enter my ninth month of
doing this, it’s clear that direct translation isn’t the font of content I
thought it to be. I, however, know games and science to be intrinsically
related. I can feel the parallels.
So I took it on myself to abstract my experiences from graduate school to look
for narrative and thematic threads that have shaped my time working towards a
Ph.D. And voila. The similarities between Ph.D. science and games took form
before my eyes. That brings me to the topic at hand.
You ever
read a scientific manuscript and get to a point where you ask yourself, “Just
how many supplementary figures are there going to be?” Or “Well I guess I need
to be an expert in molecular, systems and cellular biology to really understand
what all these data mean.” What about when you’re playing a video game, have
you ever thought, “I feel totally overwhelmed by the sheer amount of things
there are to do.” Or “I’m 20 hours in, just another 80 to go to beat the game!”
It might not initially look like it, but these two feelings share a common
foundation.
We currently
live in a time in which video games and research science are overstuffed.
Packed to the brim with content. For their own reasons, each believe that more
is better. I’m here to say that isn't always true. Not for either.
Let’s talk
about the science side of things first. Getting your research published is
almost certainly harder now than it has ever been. Journals, the place to which
you submit your story, are incredibly demanding. Not only does your story have
to be novel (i.e. unlike anything before it), but it also has to absolutely
packed with data that support your hypothesis. Fair. It’s dangerous to publish
ideas without proper supporting evidence. But the content demands have been
skyrocketing in the past decade. Scientists have to work for months, even
years, to add more and more data into their manuscript during the journal's revision process. The community expects published work to address the
question so "completely" that stories often become a jumbled mess of data, an
amalgam of several clear ideas into one loosely comprehensible one. And expectations seem to only be getting higher.
I’ll frame
this discussion with a recent anecdote from my lab. Due to intense reviewer
demands, a post-doc spent the better part of a year adding ideas and figures
and data into his original story. Seemingly the more he gave to the journal the
more it increased their appetite for supporting evidence. As arduous as his
journey to publication was, it’s sadly becoming the norm for research science.
What started out as straightforward, but important, study, morphed into a
homunculus of three separate stories with dozens of supplemental figures and
others in the main text had 15+ panels (that’s a lot). And this is all done in
the name of having a more “complete” story, and by the nature of the science
community, whose high demands shape this phenomenon.
In many
ways we’re seeing the same thing happen with video games. The gaming community
at large is pushing for more and more. Content demands in games are higher now
than they have ever been. Developers, on the AAA side especially, put
immense effort into jamming as many things for the players to do into their
games. Or work to artificially lengthen the time to complete their titles. Because
people demand it. Jeremy Dunham, developer of one of the year’s biggest hits (Rocket League) said in a conversation
with the Kinda Funny Games crew that, “The key to video games is to make them
fun. And you can increase the chances of having fun by having as many options
as possible.” While Dunham is certainly not wrong his mindset, reflective of
the industry’s mindset, it has led to video games like research publications to
become overstuffed.
Let’s talk
a few examples. 2015 is the year of absolutely massive AAA games. The Witcher 3 has easily 150+ hours of
diverse content to tackle. Batman Arkham
Knight took what was a 10-15 hour experience in Arkham Asylum and converted it into a 30+ hour game. Metal Gear Solid V is so large that
people are reporting only 50% completion after 70 hours of play. And then
there’s Fallout 4. Lead producer Jeff
Gardiner was quoted
saying that, “I have played [Fallout 4]
for probably 400 hours, and I’m still finding stuff I haven’t seen.” To say
these games are packed with content would be an understatement. Content density
doesn’t inherently weaken a game (nor science manuscript), as The Witcher 3 is phenomenal, but it’s
still clear the industry is trending towards excess.
Fallout 4 is a game you'll be playing and playing and playing. And playing. |
There are
plenty of examples where overstuffing a game can be detrimental. First, let’s look
at Alien Isolation. As a fan of the Alien franchise and horror games, I was
excited for Creative Assembly’s action-adventure, stealth, survival horror
foray. When reviews started pouring out, however, one thing became stunningly
clear—the game was just too long. I read dozens of reviews saying just how much
they loved the first 5-8 hours, but as the game went on for another 12-15 after that, Alien Isolation quickly lost its appeal. While I don’t have any
insider information here, I have to imagine the inflated time to completion
came about in response to the ‘need’ for more content. The necessity of saying
that is game is longer than 8 hours. Crystal Dynamic’s 2013 Tomb Raider reboot is another great
example. In their attempt to appeal to as many gamers as possible the studio included
a half-baked multiplayer mode that, while it didn’t weaken the excellent single
player experience, felt forcefully shoehorned in.
In both
Ph.D. science and games, I understand where this demand for increased content
density is coming from. For science, there are many instances in which stories
are submitted with glaring omissions or lacking key supporting evidence.
Further, highly multidisciplinary studies are reflective of the time, as
research continues driving towards more collaborative projects. For games, too,
it makes sense. The market is becoming increasingly crowded with new releases.
To ensure your best chances at financial success, you need to appeal to as many
groups of people as possible, and varied content is one easy way to
accomplish this. More games mean less unclaimed consumer money, too. Creating a
content dense game that can take hundreds of hours to complete can be presented as an astounding value proposition.
While good
in theory, often times this mindset is detrimental to the final product. In
science, cramming in as much data as possible can dilute the message of the
story. In games, it can lead to weak filler content that artificially lengthens
completion time and undercooked modes. No matter where I go, all I see is
content density. So when you sit down to play Fallout 4 just think about the scientist who is now 6 months into
her resubmission experiments putting together her fourteenth supplemental
figure. They’ve got a lot in common.
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