Two Lessons From Team Fortress 2

I’ve gotten sucked back in to Team Fortress 2 (TF2) lately and taking notes of the changes that have happened since I last played. In the course of poking around the Mann Co Shop I’ve been reminded that they have some pretty smart cookies over there at Valve and I for one welcome our new cookie overlords. Specifically, I’ve noticed two things in the store that capitalize on concepts I’ve written about here before.

For those of you who don’t remember, Team Fortress 2 is a class-based shooter that has gone free-to-play and supports itself through purchases in the Mann Co Store. You can buy different weapons and cosmetic items there, for prices ranging from just a few cents to …well, I’ll get to that in a second.

The first thing I noticed is that the store is now making an interesting use out of something called “the endowment effect.” I’ve written about it before, and the quick version is that once we feel we own something, we value it more. The classic experimental example was when researcher Richard Thaler gave subjects a coffee cup, then shortly afterwords asked how much they would be willing to sell it for. Relative to those who were not given a cup but instead asked how much they would pay for it to own it, those who already owned it placed a higher dollar value on the thing.

Now it's YOUR Backburner. Is it worth two bits to you NOW?

TF2 gets you to endow certain items from its store by letting you try them out, in game, for free. After seven days, the item goes away, but you’re given a chance to buy it. According to the endowment effect, people might value their new Backburner (level 10 flame thrower) more than they did before, and be willing to pay more for it. But Valve is nice enough and/or smart enough to know that they could probably really drive the bargain home by giving you a 25% discount on the newly tested item. So double whammy. You’re likely to value the item more, plus you don’t want to lose your chance at a discount.

Unfortunately Valve seems to only be doing this test drive system for items that are already pretty cheap –in the 50-cent range. I think they could get more use out of it if they let you try it with a few more expensive items. Maybe even put some kind of one-per-week limit on it to prevent doing too crazy, or reduce the test drive period for newer items. ((Or you know what? I’ve got pallates full of these ManCo Supply Crates that I’m never going to use because I’m not gonna pay $2 to play a TF2 lottery. I’d trade them for a test run of a new item.)) They could even capitalize on envious reactions from other players who see you using the new item.

And on the topic of “more expensive items,” we have our next psychology lesson from TF2. Here, look at this:

I know, right? Right?

Yeah, you’re reading that right. You can now buy a virtual diamond ring in Team Fortress 2 that you can rename and then gift to another player. For $100. ONE. HUNDRED. REAL. DOLLARS. This boggled my mind when I first saw it, but then I realized that they besides cashing in on a few big spenders, the developers may be aiming to capitalize on an age-old sales trick: the contrast effect. Again, this was one of the first topics I wrote about for this blog, but the quickie version is that our perceptions of price (or more to the point, value) can be changed if we see a super high price ((Or a very cheap price, for that matter.)) off the bat. Retail sales people use this trick all the time by showing you a more expensive suit first, which makes the cheaper items two racks over seem a lot more affordable, let alone accessories like socks or belts. Ever poked your nose into an upscale clothing store and seen some absurd, $2,000 handbag on display up front? Who would pay that? Well, that’s not the point. The point is that it’s there to make the $200 handbags on the table next to it seem a heck of a lot more affordable –more so than if the super expensive item weren’t there.

Some people are witty AND rich! Too bad they're apparently already engaged...

This is what I think Valve is doing with the diamond ring item. Sure, letting you rename the item, give it to someone, and then broadcast that transaction to the entire Team Fortress 2 community –the whole community that’s online at the time, not just people on your server– will lead some people with more money than sense to have some fun like in the screenshot above. ((That’s a real screenshot I captured myself during a match, by the way.)) But I think the real benefit is that next to a $100 ring, that $13 hat for your Demoman looks a lot more affordable.

DJ Jazzy Contrast – The Contrast Effect and DJ Hero Renegade

Why did Activision take an already expensive game and release an even MORE expensive version without adding a whole lot to it? And what does it have to do with “Ozark wild mushrooms served with a brandy demi glaze?” I’ve got an idea. Let me share it with you.

As you may know, DJ Hero, a relatively new rhythm game from Activision and FreeStyleGames, includes its own controller in the form of a fake plastic turntable. Many gamers thought that the initial price tag of $120 was high, but were outright boggled by the $200 –TWO HUNDRED DOLLAR!– list price on the special “Renegade” collector’s edition that only had a few paltry perks relative to the base model. Why would Activision take an already expensive game and put out an even MORE expensive version? ((DJ Hero Renegade photo credit: j.reed on Flickr.com))

dj_hero_renegade

$200? Ehh....

They’re stupid? Nope. According to one recent press release, DJ Hero was 2009′s highest grossing new video game IP. So something worked. ((But as Joystiq points out, that’s not the same as “most profitable”)) At the very least, the Renegade Edition pricing is an example of what economists call “price targeting” and what author Tim Harford likens to getting turkeys to vote in favor of thanksgiving. ((Harford, T. (2006). The Undercover Economist. Oxford: University Press.)) In essence, Activision is putting the Renegade Edition out there so that people who are cavalier about price self-identify themselves and allow themselves to be sold basically the same product for more money. It’s the same trick restaurants use to find patrons willing to pay more for food when they charge an extra $.80 for a slice of cheese on your burger when it really only costs them a few cents.

But I don’t think that’s the whole story. I think there’s something called “the contrast effect” at work, and I think Eminim and Jay-Z would be appalled.

You may remember the contrast effect from my discussion how the cover art for Borderlands might have gotten approved. Basically it’s a cognitive bias that kicks in when focusing on the magnitude of one bit of information affects your perception of another piece of information. Like a colored tie appearing brighter when it’s contrasted against a white shirt. Here’s an extremely simple example where the same color of gray looks lighter or darker depending on the background it’s contrasted against:

Simple contrast effect

Which circle is lighter? Trick question! They're the same.

This is why I think the Renegade Edition of DJ Hero was put out there: to activate the contrast effect and to make the regular, $120 edition look cheaper in comparison. Man, $200 for a video game? Forget that. I’m gonna be a the smart shopper and only buy the $120 version. What restraint I have! Quick! Somebody congratulate me!

This kind of thing is done to you EVERYWHERE around you, as the following quote from a New York Times story on the science of restaurant menu writing illustrates:

Some restaurants use what researchers call decoys. For example, they may place a really expensive item at the top of the menu, so that other dishes look more reasonably priced; research shows that diners tend to order neither the most nor least expensive items, drifting toward the middle. Or restaurants might play up a profitable dish by using more appetizing adjectives and placing it next to a less profitable dish with less description so the contrast entices the diner to order the profitable dish.”

Those “Ozark wild mushrooms served with a brandy demi glaze” may be the most expensive side dish listed, but the restaurant only listed them first so that the cheaper mashed potatoes, which have a higher profit margin, look more appealing.

If you’re like me, you see attempts at the anchoring effect everywhere once you know about it. Now that you know about it, think back on the last time you saw a regular version of a game advertised next to the collector’s edition. Does the regular one seem so cheap now?

The Contrast Effect: The Cover Art of Borderlands

How did 2K Games get that cover for Borderlands approved by the ESRB?

In psychology there’s a concept called “the contrast effect.” Basically, it means that some perception (say, weight, brightness, or sweetness) will appear greater or lesser depending on a perception that came immediately before it. Because they contrast so strongly and the memory of one affects your perception of the other.

To test this out, next time you’re at the gym pick up a 15 pound weight. Then pick up a 35 pound weight. Then pick up the 15 pound weight again. Does the second 15 pound weight feel LIGHTER after holding the 35 pound one? Bam! Contrast effect. Or try noting how much more brightly colored a tie appears when paired with a white shirt than with a colored one. Bam, contrast effect again.

Of course, this works for more kinds of perception than just weight or colors. It’s why you should pick your ugly, slovenly friend as a wingman next time you hit the singles bar –he just makes you look much more handsome than if you were alone. This is SCIENCE, people, and it can be used for ill or good.

Take, for example, the cover art for Borderlands, shown below:

Bam!

Bam!

Wow, that’s pretty extreme. It’s got a dude holding his fingers up like a gun and pretending to literally blow his own mind with the insane action of this first person shooter-slash-loot game. Even for a title rated “M for Mature,” that’s the kind of thing that you might expect the Entertainment Software Rating Board (the ESRB, the organization that assigns content ratings to video games) to balk at.

So how did 2K Games, the publishers of Borderlands, get that cover approved? I don’t have any citations, but while the story of its approval may be apocryphal, even as a thought experiment it illustrates a possible use of the contrast effect by crafty producers. Rumor has it that the current cover is really what 2K Games wanted, but they thought it might get shot down by the ESRB. Since most retailers won’t stock games without a Board rating, they wouldn’ have any choice but to capitulate.

So, the story goes, 2K Games originally sent in an even more graphic version of the cover where the bandit is seemingly blowing his brains out with an actual gun. The ESRB predictably responded with “Yeesh! No way! Change it!” and 2K Games then shot back, no doubt in a curiously timely manner, the current box art. Because the ESRB had seen the more graphic cover first, this one seemed more tame than it would have if they had seen it right away. And they said “Oh yes, much better. Approved.”

And so psychology wins the day, assuming you fancy pictures of Mad Max-style bandits glowering at you and pretending to shoot themselves in the side of the head. And assuming that this story isn’t just some video game urban legend. But even if it is, the point still stands –bam! Contrast effect!

Here’s another bonus example of the contrast effect in practice. Say that a company (like, oh, EA) had a game (like, say Battlefield: Bad Company). And they said to their customers “Hey, y’all, guess what? You’ll be able to BUY exclusive weapons in our game. With real money! Besides the $60 you already spent! How awesome is that?”

And then say that gamers had the entirely reasonable response of freaking the hell out over that. Because it’s ridiculous. So the company says “Oh, okay, be cool, be cool. We’ll give them to you for free. You just gotta give us all your personal information and sign up for a bunch of crap you don’t want. We’ll call it, oh, ‘Find All Five’ or something.”

And gamers were all like “Yeah, that’s totally acceptable! And it doesn’t have anything to do with the fact that you put that horrible option out there first!”

Bam. Contrast effect.