--- Disclaimer ---
This article is part of a much larger series designed to explain how to twink the DV way. This is designed to show what skill is rather than go into details on how to improve each section--which is another article entirely. However, the information is abstract enough to work as a resource for the game development side of this blog. Finally, the 'rant' at the end will not be included in the final form of this article.
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1. Intro
This article is part of a much larger series designed to explain how to twink the DV way. This is designed to show what skill is rather than go into details on how to improve each section--which is another article entirely. However, the information is abstract enough to work as a resource for the game development side of this blog. Finally, the 'rant' at the end will not be included in the final form of this article.
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1. Intro
2. Mechanics
3. Knowledge
4. Decision Making
5. Experience
6. Conclusion
A.WoW Rant
1. Intro:
There are many examples of skilled
players in games—such as Bobby Fisher, Lee Young Ho, and TimTebow—but how can you tell if someone is skilled? Skill means: the
ability, coming from one's knowledge, practice, aptitude, etc., to do
something well. Doing something 'well' is not very specific. How
well? Ordinal skill is what we are really interested in. Ordinal
skill lets us know who is better—it ranks players. Ranking player
skill in video games is possible, but it requires a specific
vocabulary. The skilled player performs better—ranks higher—than
opponents because the skilled player has a stronger combination of mechanics, knowledge, decision making, and experience.
2. Mechanics:
Mechanics is the physical interaction
between player and game, and is a key component in overall player
skill. For video games this interaction is done through components
such as keyboards, mice, and monitors, but it also includes emotional
events. With keyboards this means pressing exactly the button that
represents your thought—without converting that thought from
ability to key—it should be instantaneous. Control of the mouse
needs to be exact. It should move immediately and exactly to where
you intend, over shooting or under shooting the target means there is
room for improvement. A player's view of the game world is bound
within the monitor. The entire monitor needs to be swept for any
important information. But those components are just the external
components, emotional control is also important. The main problem
with emotion is that it can and will affect a player's ability to
perform. Emotional events are highly individual but the player
should be aware of how they are being affected. At least a minimal
skill level in mechanics is required in order to be
skilled at video games. Skilled performance starts with mechanics,
and most players would gain a great deal by practicing them.
3. Knowledge:
Knowledge represents the player's
understanding of the game, without knowledge both decisions and
experience are worthless. A skilled player should know all of the
abilities and strategies an opponent can use against them, but must
also thoroughly know themselves. Decisions cannot help a player
advance if they don't know why an outcome happened, or worse—the
player will attribute the wrong cause to the result. This area is
almost entirely academic; either the player took the time to learn
about all available tools in the game, or they simply resigned to
ignorance. The level of knowledge a player has of the game is
directly related to their desire to know, and to a lesser extent,
their desire to be skilled at the game. Once the player has made the
choice to know the game, they are free to focus on the last two
components: decisions and experience.
4. Decision Making:
Decision making is the application of
mechanics and knowledge to accomplish the player's goals. Decisions
occur at three times: past, present, and future. While the time
frames are important for improving, their use is beyond the scope of
this definitional article. However, this is the first direct way
that skill is observable, except for one particularly large
caveat—the reason for the player's decision is unknown. People
play games for a vast range of reasons and it would be presumptuous
to believe that a particular player's reasons are known. However,
most players will play the game according to the rules or objectives.
Because of this, one can form an impression of their skill level.
Decision making can provide the information for forming a judgment
about a player's skill, but actually forming that judgment requires
experience.
5. Experience:
Experience involves actually
performing and making personal judgments. Even the worst decisions
will still improve player performance if they take the time to learn
from it. Learning requires a judgment on the outcome, and a theory
on why it occurred. The judgment can be simple, such as answer to
the following question: did the action improve the outcome of the
game? The theory on any bad outcome should be focused on the player.
The player can only controls their own actions, blaming outside
sources will only lead to emotional problems at the mechanics level.
The mind must structurally change through long term potentiation(LTP), which can only be done with time. In other words, hard work
and dedication with bring about the changes necessary to make
experience meaningful and to improve skill.
6. Conclusion:
Skilled players have a strong
combination of mechanics, knowledge, decision making, and
experience—they use this skill to express their will within any
game. Mechanics are a foundation skill. Knowledge is a necessary
input for making reasoned decisions. Decision making is necessary to
developing experience, and experience is necessary for improvement.
Experienced players can attempt to determine the skill level of other
player by observing their decisions. But the experienced player must
accept that they cannot know why the other player made a decision.
Furthermore, ordinal ranking can only really be accomplished by
experienced players. Rankings are only meaningful when its balanced
as much as possible, but skilled players are noticeable even in
imbalanced situations—skilled players are visible in all areas of
life. The same individuals that have high performance in games also
have high performance in life. The ability to acknowledge ones own
failures and grow, and to diligently work towards a goal, should
never be underestimated. Hard work and dedication beats natural
ability. The abilities a person gains, by attempting to improve
themselves, can carry to every aspect of their lives. Skilled
players are problem solvers, but they had to start somewhere.
Skilled players wanted to be skilled, and anyone who is willing to
work hard will always achieve their goals.
A. WoW Rant:
There are few important points
concerning WoW that stem from this vocabulary. Players who haven't
spent time playing arenas are not even qualified to judge players
that have arena experience. Players who cannot consistently carry a
pathetically outmatched pug team to victory are not qualified to
judge players that can. Furthermore, public judgments reduce the
quality of communication and engenders resentment. Perhaps the newer
players are difficult to work with, but chances are good that they
have difficulty with the emotional component of mechanics—although
that weakness often affects both experienced and inexperienced
players. Additionally, skilled players put up with far more
frustration in witnessing game play than less experienced players,
because of the vast experience difference. What seems like only
small errors to an inexperienced player is just one of many glaring
mistakes an experienced player sees. Experienced players should
respect their own roles as 'elders' in the community—a community
which is really just an small subset of the real world anyways.
Inexperienced players should recognize their own weakness and lose
the presumptuous attitude—its a bad place to start and it only get
worse once they are actually skilled.
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