The Psychology of Diablo III Loot Part 4 Historical Items

Wait, did I say the series on Diablo III loot would be a three parter? By that I obviously meant it would have four parts. Don’t put words in my mouth.

I was listening to the always excellent Giant Bombcast podcast recently ((Seriously, you should be listening to the Bombcast every week; these guys are great.)) and the gang was talking about their experiences using the Diablo III auction house:

Vinny: I’d love to see how many times stuff is used. I want a pristine, new sword, I don’t want it used.

Jeff: How many owners has this thing had?

Vinny: Yeah. How many people has it touched?

Jeff: It’s a single owner, smoke-free home.

Vinny: They should definitely allow item descriptions. That’s the next thing, like little bubbles that are like “Get this amazing dagger right now! A+++”

Patrick: “Killed Diablo THREE TIMES!”

Brad: “Get the dagger used in a Hardcore, Inferno Diablo takedown!”

Ryan: Forget that, I want the Carfax. I want the owner history of this item. How many hands has this passed from? I want to know the mob that dropped it, the first guy that picked it up, if it’s been sold through the regular auction house or the real money auction house. I want to know that entire past. What’s the VIN on this axe? I don’t want some lemon.

You know what? These guys are totally right. Having this kind of history on an object –even a virtual one– would drastically affect auction house prices. Because history matters. A few months ago I was visiting Tulsa, Oklahoma ((Go Thunder or something? I dunno.)) and on a lark took my kids to the Tulsa Air and Space Museum. In the lobby there’s a big rock encased in plastic and settled behind a sign indicating its place of origin: the friggin’ moon. I stood there staring at this rock for a good 60 seconds, intrigued by its extraplanetary history. This despite the fact that the thing was virtually indistinguishable from any of the thousands upon thousands of rocks of similar size that I’ve seen in my life. If the sign in front of it had read “We found this out back. Woo!” I would have been baffled for a second before moving on, but this rock was special because it had once been on the damn moon.

Yale University psychologist and author of the book How Pleasure Works ((Bloom, P. (2010). How Pleasure Works. W.W. Norton & Company: New York)) Paul Bloom would understand. He notes in his book several ways in which the history of an object affects its value to us. This ranges from wanting a little more money to sell back a coffee cup we’ve only owned for a few seconds (c.f., the endowment effect) to selling a tape measure from the Kennedy household for $48,875, to the theft of Napoleon’s penis by the priest who conducted his last rights despite the fact he presumably had a perfectly good penis already.

Bloom and his Yale colleagues George Newman and Gil Diesendruck conducted a series of experiments to test what they called a “contagion” hypothesis –the idea being that an object’s value is affected by its history of contact with someone else. ((Newman, G., Diesendruck, G., and Bloom, P. (2011). Celebrity Contagion and the Value of Objects. Journal of Consumer Research, 38.)) As part of the study, they asked subjects to write down the name of a celebrity they admired (examples included Barack Obama and George Clooney) and then consider an article of clothing (e.g., a sweater, a pair of gloves, or a wristwatch) owned by that person. Subjects were then grilled on how much they would be willing to pay for that item versus an identical item from a non-celebrity. Unsurprisingly, people valued the item owned by the famous person more.

Nice stats

In subsequent experiments, though, the researchers drilled down into the phenomenon by tweaking the scenario. What if you were forbidden from reselling the item? That dropped the price a little, but honestly not much. What if the item had been thoroughly dry cleaned and sterilized after being used by the celebrity? That reduced the price people were willing to pay by almost one third. What if the celebrity had been given the item as a gift but had never actually worn or otherwise used it? According to Bloom, another study showed that this also drastically reduced the value of the item. What seems to be important here is that subjects felt the object had some kind of residue or essence about it because of its prior association with an admired celebrity.

Similarly, I think that if Blizzard were to enact the Giant Bomb crew’s suggestion of including historical information with auction listings it could really spike the prices on some equipment, though I think they have it backwards in that an item with a more interesting history would be more valuable. Would you pay more for a sword that has dealt over 15 million points of damage in its lifetime? Would you pay more for a helmet dropped by a champion mob with a particularly nasty attribute combination like Horde/Jailer/Mortar/ Teleporting? How about this off-hand power source that was only used by one little wizard on her way to church on Sundays?

No? Okay, let’s switch games and talk about World of Warcraft. Would you pay more to own the original armor worn by Leeroy Jenkins in that famous video?

Yeah, I would too.

Done? You can go back to go back to Part 1 about anchoring in the auction house, or back to Part 2 about the availability heuristic. Or back to Part 3 about dopamine and the auction house.

The Psychology of Diablo III Loot Part 3 Dopamine Binds On Pickup

In Part 1 of this series on the psychology of Diablo III loot I talked about how the anchoring effect can affect our estimates of value for auction house items. In Part 2, I described how the availability heuristic can trick us into thinking that epic item drops are more common than they are. In this part, let’s look at the interaction between the auction houses and loot drops, including a suggestion on how to reclaim some of the fun of the loot drop.

Instead of Tristram, let’s head to Sweden to begin. Wolfram Schultz was working there as a neuropsychologist studying Parkinson’s disease in lab monkeys when he almost accidentally started a line of research that ultimately suggests a way that Blizzard could encourage us to keep grinding for new loot. Schultz’s research involved dopamine and dopamine receptors in the brain. Dopamine is a chemical that’s released when we encounter something pleasurable, like a piece of fruit or a Legendary Mighty Weapon for our Barbarian. The chemical is hugely important for learned behavior and motivation to persist in a task, since when it’s released certain brain cells go bananas and make us feel good. Maybe even euphoric.

A yellow Rare drop? Ho hum…

What this means is that dopamine receptors are part of a system that’s about pattern recognition and figuring out how to get more good things out of life. Schultz and his colleagues discovered that presenting a lab monkey with a bit of fruit caused the creature’s dopamine neurons to light up. They also discovered that when they repeatedly preceded the treat with a light or a sound, the neurons would start to fire when the monkey saw the light or heard the sound, but then remain relatively inactive when the fruit showed up. The system they had discovered was, at its core, about anticipation and trying to predict rewards based on what was happening in the environment.

What’s more, it turns out that unpredicted gushes of dopamine really get us fired up. This is because unexpected dopamine rushes highlight failures in our predictive system, and it’s a system that’s designed to help us figure out why we didn’t see life’s good things coming and thus how to find them again in the future. This is why the random nature of loot drops in many games is so effective at getting us to keep playing: it capitalizes on our brain’s attempts to predict the unpredictable. (See here for more on dopamine and loot drops.)

Loot drops were indisputably core to the Diablo and Diablo II experience for all these reasons. Hearing the little “ting!” sound and seeing the beautiful, colored text indicating that a unique item had dropped produced a rush that every player looked forward to.

Only, not so much with Diablo III.

The reason is that the auction house is actually a FAR more effective but much more predictable way of finding better gear for your character than hoping for good loot drops from fallen enemies or treasure chests. In my experience it was super easy to buy equipment so good that the magical “ting!” sound soon lost its effect because the loot that dropped was no longer a reward. It was just gold in a slightly more inconvenient form, destined to be sold to a vendor or at best on the auction house for a little more. In effect, the auction house system excised the entire dopamine rush, loot drop appeal of the game. ((Yes, high quality items still mean big returns on the auction house, but the whole process of listing, selling, and transferring the money is too far removed to elicit the same dopamine rush.))

I suspect that the execs from Blizzard are too busy cackling and having money fights with the cuts that the company takes from real money auction house transactions to care, but this seems like a huge part of the game’s core appeal is now lost. I think there’s some middle ground, though, which is why I think the game should have a class of super items that are bind on equip.

In MMO parlance, “bind on pickup” or “BoP” items are treasures that bind to your character’s account once they’re equipped. This means they can’t be given away, sold, or otherwise transferred. You can just equip them, break them down for crafting materials, or just sit there and stare at them in your inventory. Finding a really good, color-coded item that’s BoP would restore some of that “ting!” feeling and dopamine rush, because it will be something that you won’t be able find on the auction house. Making the best items in the game BoP would go a long way towards creating those familiar dopamine rushes because they would signal a clear and strong reward, but even making them run the full range of quality would probably still work, since seeing one drop would signal the tantalizing possibility of something otherwise unobtainable. Suddenly, the loot drop would be back, baby.

So there you have it: three suggestions for tweaking Diablo III loot based on psychology. If you’re a game designer I’d love to hear your thoughts on these, especially if you’ve experimented with anything similar.

Done? You can go back to go back to Part 1 about anchoring in the auction house, or back to Part 2 about the availability heuristic. Finally, there’s a bonus part 4 about the effect of item history on auction house prices.

The Psychology of Diablo III Loot Part 2 Availability Heuristic and Loot Drops

In part 1 of this three part series, I suggested that Blizzard could move more money through its auction house economy if it sorted prices from high to low by default, thanks to the anchoring effect. All of those items still had to be found from drops, though ((Well, minus the ones that are crafted, but shut up shut up shut up!)), and that involves a lot of tedious grinding. And even though, sometimes it feels like rare drops are just too rare and will never happen. What can Blizzard do to keep us grinding?

There’s a setting in Diablo III that lets you see when someone on your friends list pops achievements. For example, when your buddy beats Diablo ((OMG SPOILARZ!!)) for the first time on Hell difficulty and earns the associated achievement, you get a little notification near the chat area, along with an icon. It’s a neat social system that I think could be expanded to make people keep grinding for super awesome Rare or Legendary item drops.

To illustrate why, consider a simple, 1973 experiment by Amos Tversky and Daniel Kahneman ((Tversky, A. and Kahneman, D. (1973). Availability: A heuristic for judging frequency and probability. Cognitive Psychology 5, 207-232.)) where they created a tape recording of 39 names. Nineteen of these names belonged to famous people, and the remaining 20 did not. When asked, 66% of the subjects were able to recall more famous names than non-famous, and the vast majority –80%– incorrectly claimed that there were more famous names on the list than non-famous.

The reason for that last result, the researchers argued, has to do with what’s called the availability heuristic. In short, it refers to the fact that to the degree that recalling instances of an event or class of things from memory is easy, we will judge them to be more frequent or more numerous. In his book, Thinking, Fast and Slow ((Kahneman, D. (2011). Thinking, Fast and Slow New York: New York.)) Daniel Kahneman digs even deeper into the phenomenon, arguing that it’s an example of how part of our mind (the eponymous “Fast” part) will slyly substitute an easier question (How easy is it to recall an example of this phenomenon?) for a more difficult one (How frequent is this phenomenon?).

Killed Maghda on Inferno? Happens all the time.

There are many factors that make an event or thing easier to remember. For example, it may have happened in a very dramatic manner, it may have just happened recently, it may have affected you personally. The availability heuristic is the reason people thought school shootings were more common right after the 1999 massacre in Columbine, Colorado. It’s the reason most people overestimate the divorce rate in highly visible Hollywood couples. It’s why you think the Xbox 360 “red ring of death” failure is more frequent after it happens to you.

This is why I think that the achievement notification in Diablo III is a good start. It makes the number of people getting the achievement seem larger because it happened recently and to someone you know. The same effect could be used to make players think that the upper tier of “Legendary” item drops are more frequent if they saw a notification every time it happened to a friend. This would motivate players to keep playing in the (perhaps inflated) hopes of getting a similar drop. Blizzard could also post similar notifications about crafting high-end gems or blacksmith items. Or cracking the 10,000 dps threshold for the first time. Seeing notification of these events will make them seem more frequent and thus more likely to happen to you if you just keep at it.

Done? You can go back to go back to Part 1 about anchoring in the auction house, or skip ahead to a discussion of what effects the auction houses have on dopamine rushes and loot hunting in part 3. Finally, there’s a bonus part 4 about the effect of item history on auction house prices.

The Psychology of Diablo III Loot Part 1: Anchoring the Auction House

Oh man, you all, I’ve been playing a LOT of Diablo III lately. ((click click click click click click click click click click click click click click click click click click click click click click click click click)) I’m sure that many of you who have played have been through the same scenario I have time after time. After running around avoiding AOE attacks, dashing in to rez fallen teammates, and swatting aside trash mobs, you and your co-players finally deplete some end boss’s health and immediately gather around the newly created digital corpse to answer that all-important question: did anything good drop?

In some of the most important ways, Diablo III is a game about hitting monsters with weapons until other, hopefully better, weapons pop out of them. That is, it’s a game where you try to maximize the outputs of a system through optimal combinations of your character’s skills and equipment. This puts acquiring new gear first and foremost ((Especially once you hit the level cap of 60 and start running Hell or Inferno difficulties)) but unlike previous games in the franchise this one complicates that process by having auction houses where you can buy and sell equipment so that killing stuff isn’t the only way to deck yourself out with phat lewts.

As is my habit I’ve been thinking about how different psychological theories explain our willingness to buy things in the auction house and grind for new equipment from in-game drops. The game’s developer, Blizzard, probably has two goals among others: one, to get people to spend their in-game gold to keep the game’s economy moving (or real money in the real money auction house), and two to keep us playing the game over and over again in order to find stuff the old fashioned way. In pursuit of these goals, I have three suggestions for Blizzard (or anyone else developing a similar system) based on well established psychological phenomena. Instead of dumping everything at once, I’ve split things into a series of three articles, the first of which follows.

Let’s look first at how Blizzard can inflate prices in the auction house to keep money moving through that part of the conomy.

To start, consider these two questions:

1. Is the height of the tallest redwood more or less than 1,200 feet?
2. What is your best guess about the height of the tallest redwood?

What do you think? These are questions that researchers ((Jacowitz, K. and Kahneman, D. (1995). Measures of Anchoring in Estimation Tasks. Personality and Social Psychology Bulletin, 21, 1038-1052.)) asked of some visitors to the San Francisco Exploratorium. Other visitors were asked a similar pair of questions, except that the first one asked whether the tallest redwood was more than 180 feet instead of 1,200.

Both limits are pretty extreme, in that 180 feet is obviously way too short for the tallest redwood and 1,200 feet is crazy tall. Nonetheless, the answers to the second question, which was consistent across both groups, were pretty amazing. On average, those who had been primed by the 1,200 feet figure said the tallest tree in the forest had to be 844 feet, while those who heard 180 feet off the bat thought the tallest had to be only 282 feet. These were all random visitors looking at the same trees; the only difference between the two groups was the figure in that first question.

This is a clear cut example of what psychologists call “anchoring,” one example of which is presenting us with a number to change our estimates of an other, possibly unrelated number. Simply seeing the numbers 1,200 or 180 caused people to anchor on that number and to then adjust their estimates of the tallest tree instead of picking a more sensible starting point. This kind of effect shows up everywhere once you know to look for it. It’s the basis of lowball sales pitches that get you to anchor on a low price and then negotiate up. It’s the reason why many fast food restaurants list bigger, more expensive drink prices first on their menu. It’s why the “But wait! There’s more!” brand of infomercials list absurdly high prices for their wares first before slashing them down for a limited time if you act now.

2 bajillion gold for a rare two-hander? Pffft. I won’t pay over …half a bajillion.

And anchors can still have an effect if they’re nonsensical or random. Behavioral economist Dan Ariely and his colleagues conducted a study ((Ariely, D., Loewenstein, G., & Prelec, D. (2003). Coherent arbitrariness: Stable demand curves without stable preferences. Quarterly Journal of Economics, 118, 73-105.)) where they used anchoring in an auction simply by having bidders write down the last two digits of their social security number at the top of their bid sheets. Those whose numbers ended in the 80s and above actually were willing to pay up to 346% more for things like wine and chocolates than were those whose social security numbers ended in the 20s or below.

This is why I think that if Blizzard wants more money spent in the auction houses, one way to effect this is to pre-sort the buyout prices so that we see the big fat numbers first in our search results. Even absurd ones like where that one numbskull obviously just held down the “9″ key for 30 seconds. Seeing larger numbers will prime us to inflate our estimates of what that item is worth to us. If Blizzard wanted to get really sly about it, the company could show you the most that an item ((Or similar item, given that attributes vary a bit across items with the same name.)) has sold for over the last 7 days.

Of course, savvy auction house shoppers can use this information to avoid the anchoring effect. Setting price limits in the auction house filters would mitigate it, for example. Me, what I typically do is set some price limits with the filtering tools, then sort by ascending price rather than descending. That way, I anchor on the low prices instead.

But what about getting loot the old fashioned way –by grinding for it? Read about that in part 2, or skip ahead to a discussion of what effects the auction houses have on dopamine rushes and loot hunting in part 3. Finally, there’s a bonus part 4 about the effect of item history on auction house prices.

Phat Loot and Neurotransmitters in World of Warcraft

How are loot-based games like World of Warcraft, Torchlight, and Borderlands related to slot machines, chemical bliss, and evolution? Read on for the answer.

During my early days with World of Warcraft (WoW) I remember tromping through Westfall killing crowds of Defias bandits when I was shocked by a loot drop: a rare pair of “blue” gloves that perfectly fit my class’s needs at the time. For those of you who don’t know, killing enemies in WoW gives you a random chance at one or more pieces armor, weapons, or other items called “loot” in WoW parlance. These are stratified according their text’s color: gray, white, green, blue, purple, and orange in order of increasing quality. For a level 20-something character to find a blue item on a random enemy was actually very rare, and I experienced a huge rush from it. But more importantly, with that came an acute desire to keep playing the game and to murder more Defias bandits.

Other games do this, too. Borderlands gives you random guns from drops or chests, which compels us to check EVERY container, vending machine, and item dropped by felled enemies. Torchlight essentially uses the WoW system, and you can bet your thumbs that the upcoming Diablo III will push it even farther. But why are gamers so susceptible to the loot hunting addiction found in these games? Why is this gameplay mechanic so incredibly effective in getting us to keep playing?

Wow Drops

Which of these do you think would create a bigger dopamine neuron freakout if it dropped in front of you?

To answer that question, let’s consider slot machines and a type of brain cell called “dopamine neurons.” The latter are the bits of your gray matter responsible for monitoring levels of the pleasure-inducing chemical dopamine in order to regulate behavior and figure out how to get more of a good thing. It’s these cells that light up when something nice happens in your life (say a delicious Hot Pocket or a fuzzy puppy belly) and triggers a gush of the neurotransmitter dopamine. But what’s more, dopamine neurons play the role of trying to predict the rush from nice things, and they may fire before you actually encounter them. Given a couple of chances, they’ll learn to light up when you hear the microwave timer beep that precedes your delicious Hot Pocket. This is a pretty useful thing as far as evolutionary advantages go, since it clues you in ahead of time that something good is in the vicinity.

But this is only part of what makes loot-based games work so well. The real key is that while dopamine neurons fire once your brain has figured out how to predict an event, they really go nuts when an unexpected, unpredicted gush of dopamine shows up, giving you an even bigger rush. It’s like DUDE! UNEXPECTED HOT POCKET! Again, I’m guessing that this is an evolutionary advantage that causes us to obsess over unexpected pleasures and try to predict them so that we can get more of them.

dopamine

This is either dopamine or a map for the optimal arrangement for dps and off-tanks in some raid encounter.

But we can’t predict the inherently unpredictable. This is how slot machines get you. Your dopamine neurons are trying really hard to learn what precedes a jackpot in terms of what bells, you hear, pictures you see, or even which cocktail waitress last walked by. But in reality, it’s utterly random and by definition can’t be predicted. More rational parts of your brain may understand this, but not the dopamine neurons. They’re stymied, but that doesn’t stop them from flaring up and saying “HEY! THERE’S SOMETHING HERE! KEEP DOING WHAT YOU’RE DOING UNTIL WE FIGURE OUT HOW TO MAKE IT HAPPEN AGAIN!” So you keep playing.1

So, getting back to World of Warcraft, just replace “slot machine jackpot” with “phat loot drop” and you should have a pretty good idea why the loot game mechanic is so successful. Like all the best motivators, it uses a core concept of psychology as a lever to keep you playing and paying. But like with the slot machines, you DO have the ability to understand what’s happening and put a stop to it.

On the other hand, those blue gloves were pretty sweet on my Hunter. Maybe if I had killed a few more Defias bandits I could have gotten the matching leggings…