Information Overload

Once upon a time, back when dinosaurs roamed the Earth, before the Internet was a big thing, getting help when you were stuck in a game was not easy. The first game I remember getting stuck on was Maniac Mansion. When I got stuck, there wasn’t a lot of help available. Basically I just had to keep trying new things. Sure it was frustrating but, looking back through wistful rose-coloured glasses, it was also kinda nice. I had to figure things out myself.

However, my gaming hobby had barely gotten started before the era of figuring things out yourself started getting eclipsed by the business of game hints. In 1989 Sierra introduced their new hint line – for only $0.75 for the first minute and $0.50 for every additional minute, you could talk to someone who would tell you how to get through their games. I don’t believe I ever called them, but only because I didn’t have a credit card when I was 8. Gaming magazines, like Nintendo Power had sections dedicated to hints and strategies. Prima Games started making strategy guides in 1990, and their guides for challenging games like Myst sold like hotcakes. Hints were on TV too. If you were lucky enough to be a Canadian with access to YTV, Nicholas Picholas would share Turbo Tips with you every week on Video & Arcade Top 10, which premiered in 1991. In 1995 GameFAQs was created, which really got the ball rolling on internet game walkthroughs and guides.

Access to information is great, but when does it become too much? When does it begin to hinder enjoyment of a game rather than enhance it?

Let’s talk about World of Warcraft for a bit. When I first started playing World of Warcraft, one of the coolest things about it was the amount of exploration I could do. Everything was new to me. Every zone had new things to look at, and every quest (whose text I needed to read in order to know where to go) told a new story. There were little surprises, like treasure chests you could find scattered about. Sure, they rarely had anything exciting in them but just finding them and anticipating the contents as you opened them was exciting. Doing dungeons or killing a rare I stumbled upon and having a blue piece of loot for me was unexpected and rewarding. One of my favourite early memories from the game was finding and completing the questline that eventually rewarded me with the Sprite Darter Hatchlings. The quest-giver was quite hidden, so it felt like a secret. Not everyone had one, so it felt special.

If you asked me to name a time something unexpected or surprising happened to me in WoW over the last few expansions, I’d be hard pressed to think of one. What happened? Information overload happened. The Sprite Darter Hatchling questline (if it still existed) could never stay hidden, you’d see a big yellow exclamation point on your map as you came near it. Getting stuck on a quest became near impossible as your map would highlight the area you needed to go. Reading the quest text and actually knowing what was happening in the story became a thing of the past for me, since it was no longer required.

Mods were created that gave you information in-game that you’d otherwise not have access to. With AtlasLoot Enhanced, I could see the loot table of every boss I fought. Good drops were no longer an unexpected delight, because I knew where they all came from. Bad drops became infinitely more disappointing because I knew when they came at the expense of a drop I really wanted. Rare mobs stopped being interesting as soon as I downloaded RareSpawn Overlay so I could see where every one of them spawned and NPC Scan which would blast noise at me as soon as one was in range so I didn’t even need to pay attention to the game. Mists of Pandaria introduced treasures and BoA items you could find around the map. These were fun, until I realized it was much more efficient to check the Wowhead guide and see a map which pinpointed every single one, or download TomTom and be navigated right to them.

Further than just information about objects, there’s also a ton of information available about how to play your character. IcyVeins will tell you how to spec and ability priorities. Mods like SpellFlash will tell you what spell to cast next. Even the default UI will make your spell icons flash when an ability is ready to use. Raid healing was always my favourite thing because it required some decision-making and quick reactions on my part, but even those requirements are reduced by DBM counting down every major ability I need to know about or GTFO screaming when I stand in bad things.

Looking up the information or installing an addon is so much more efficient than trying to figure things out or find things yourself. But it is not more fun. Sure, you could just not use addons, not use Wowhead, but that’s a lot like telling someone who complained about content nerfs to just turn off the Dragon Soul buff. Technically possible, but not bloody likely. Why should you handicap yourself?

For a game with such a huge, beautiful world there’s actually very little to discover in WoW that you can’t find in a database first. Exploration can seem like a waste of time. With PTRs, Betas, and datamining, it’s even possible to learn everything there is to know about a new content patch or expansion – every item, achievement, cinematic, quest – before it’s even released.

Of course, WoW is not the only game that can be ruined by having too much information easily accessible. With all the walkthroughs, FAQs and video guides available, it’s possible to ruin almost any game. Information is good and sometimes a game will really stump me so I’m happy it’s there. However, there’s a thin line between access to info that prevents me from banging my head against a wall for too long, and having so much information available that I never have to actually think for myself.  I played a puzzler called The Bridge a couple of weeks ago and I really enjoyed it. At first. The puzzles were all based on gravity, sometimes momentum, and solving them in the first few levels made me feel accomplished, especially as they got more challenging. But then came a puzzle that I played around with for a good 10 minutes and I couldn’t figure out how to solve it. So I looked up a video, got the solution and went on my way. The next puzzle that stumped me I only tried for a couple of minutes. I mean, I had already found a cool video guide that had all the answers, doesn’t hurt to take another peek, right? By the end of the game I was sitting at my computer, right hand on the keyboard, left hand holding my iPhone as a video walked me through the solutions to all of the last puzzles. This is not fun. This is not gaming. I want to think, want to have to try, but all the answers are right there. Looking up the answers is so fast and easy.

I lack self-control when it comes to spoilers, though the pervasive presence of guides makes me think I’m not the only one. Once I’ve looked up a solution, it becomes very hard not to do it again for that game. Soon I’m not even enjoying the game, I’m just following a set of directions from point A to point B.

When it comes to availability of this information there’s no going back, but it does make me miss the days when finding that information was just a little bit harder and thinking for yourself felt more encouraged.

8 responses to “Information Overload

  1. On the Warlords of Draenor Beta there was a new spirit beast named Gara, with an incredibly intricate series of “quests” (without actual quests, you had to get the items and show them to Gara, things like that) from every zone in Draenor. And it took the hunter community a week to figure it out, with tons of us who were on beta looking together. If not for someone datamining info about a couple of items that at least gave us a little bit of direction, it would have taken a lot longer.

    Anyhow, the point is, I can’t remember the last time there was something in game that I didn’t know how to do. It was a lot of fun, especially since it brought together so many hunters trying to figure it out together.

    • That sounds cool, it’s nice when something is in game that you don’t already have all the information about. Of course, I think it would be even cooler if that quest managed to make it to live before people found out all there was to know. I’m sure someone is writing/has written a guide for it so the people not playing in the beta will have all the info before release.

  2. My last post was on a similar tangent. My beef isn’t so much with the availability of the information (re: raiding) as it is with the idea that efficiency trumps fun. That you aren’t allowed to play around with your build, or go into a fight blind, or go without various addons, because the best, most efficient ones are already discovered, written up, and easily accessible.

    As someone who refused to use addons in WoW except damage meters and npcscan, I ended up performing in the lower half of my raid most of the time. I was not being carried, by any means, and my numbers were not that far behind the people ahead of me, so I never felt like I was holding the raid back. I could have gained better results by using DBM and various spec-specific addons to tell me what to do all the time, but I had more fun pushing myself to learn my rotations, learn my cooldown spots, and learn the fight mechanics. I had more fun reacting to the fire than being told beforehand that I need to move in 5, 4, 3…

    Even regarding such things as rare spawns and pet taming, I think I would have become way more hooked on that if there were no databases full of every possible pet, with every possible spawn point. I would have felt a thrill every time I saw that green paw print, felt compelled to go look at a possible new shiny, rather than ignore it with the knowledge that I could come back later on a highly methodical checklist of hoovering up pets for my collection.

    With WoW especially, I am really discouraged by the fact that all the (content) information on a new patch or expansion is common knowledge before it even goes live, thanks to PTRs. I do hope that other MMOs don’t go as far down that rabbit hole.
    Dahakha recently posted..Raiding, Responsibility and the Joy of Discovery

    • I remember when Thottbot was my only WoW resource and it wasn’t even very good. Now all that information is just so easy to get. The Wowhead folks do such a good job with the site…almost too good a job. It is so much more efficient to go there for any question you could possibly have rather than find anything in game yourself. New things (a pet, a mount, whatever) would be so much more exciting if you discovered them yourself, or heard about it from a guildmate rather than having a full list presented to you. This is part of the reason why I never really played the WoW beta/PTRs. Why would I want to know everything before it’s even released (and then replay the exact same content again)? I also found raid testing, though obviously necessary for tuning, something I’d never want to do. In WoW there’s just this culture of “give me all the content/info/gear, and give me it now” that’s pretty hard to fight against.

  3. As you mention it is hard not to use when the information is there. The only real workaround is the way games are designed – more randomization, less spoiler alerts. Imagine if every quest, loot table, etc. was dynamically generated?

    I am really looking forward to a little Indie game called “The Long Dark”. There are already maps out for it (steam green light, alpha) and while there are 50% random items per location you find, the locations themselves are static. Already people have optimized patterns for doing better in the game.

    As a consumer I almost feel like I am missing out if I am not trying to learn to be better in the game, that somehow I am playing wrong. If I was a designer, I’d make that entire map randomized on each play through so there can’t be an optimization pattern or walk through created.

    We need game designers to protect us from ourselves =)
    Isey recently posted..Facepalm Design Decision: September Edition

    • I also feel like I’m missing out if I’m not trying to be better in a game, but I think it’s more rewarding to figure out how to improve on my own rather than looking for the answers online. But once I start looking, it’s hard to stop.

      I think in single player games it’s easier to avoid all the information available and even though I want to improve, I’m not competing or co-operating with anyone else that will make me feel behind the curve if I don’t know everything there is to know right away.

  4. I was delighted to find the universal hint system recently (, do you know it? Check it out.

    I got stuck in one of the last levels of Portal 2 and hadn’t looked at it in months. Going back in last week i was still stuck until a Google search turned up UHS. All it told me was enough to know I was working on the right room/piece of the level, and I could figure it out from there and went on to finish the rest of game unassisted. (Lovely ending, I thought).

    I know what you mean about the trap of helpers/walkthroughs once you start using them, and it can be so hard for them to give the right amount of help – I usually find it destroys the puzzle you’re on by giving too much. A good hint system should start with a gentle nudge, and get more explicit if you need it. It could also be good to have a bit of a barrier to entry on every use, so it’s more tempting to re-engage with the game and not fall into following the dots. Not sure how to do that, though.

    • Ah UHS, I do know of it, but I haven’t used it in forever. I had completely forgotten about it. I really like the way it gives you just as much information as you need. There are also some games with good in-game hint systems, like the Tex Murphy series, which start by just giving you a nudge before giving you the entire solution to a puzzle or something.