An explanation of the Level Squish with Behavioral Science

Hello Blizzard and fellow players. I am a Board Certified Behavior Analyst (BCBA) and my day job is modifying behaviors of students with special needs or behavior problems to assist them with their daily lives in a classroom setting. I will attempt to explain the concept of leveling through behavioral terms and what should accompany a level squish for it to be successful. However, the primary caveat is that behavioral modification is done on an individual level for a reason… our own personal learning histories and environmental variables play a big part of behavior change so trying to modify behavior on a macro level is difficult. Buckle in guys, this is gonna be a long one.

Leveling is a layer of several overlapping reinforcement schedules. Reinforcement schedules can typically be looked at in two ways, whether it’s an interval schedule (how long it takes to get something) or a ratio schedule (how much you have to do before you get something). Either schedule can be a Fixed schedule (predictable) or variable (based around an average number). For the most part, all aspects of leveling are on a Variable Ratio Schedule based around an average number of quests needed to reach the next level. However, due to the consistency of quests and how long they take… it may be easier to discuss reinforcement schedules in WoW in regards to time it takes per level and therefore a Variable Interval Schedule.

So back to leveling… here are the various reinforcement schedules:
1.) Earning a Level
2.) Earning a Skill
3.) Earning a Talent
4.) Gaining access to a new zone/expansion
5.) Gaining access to a new mount speed/flying

Now the main point of discussion is #1 because some people feel like a level is not reinforcing since it doesn’t come with anything. That may be true for you and you’re experiencing something called Ratio Strain which basically means too much work for too little reward (e.g. gaining a shiny DING! isn’t worth the effort I put in to get it). For others though, the DING! has been paired with either a skill or a talent enough times that the DING! in and of itself has become something called a conditioned reinforcer and has value.

So there are now two types of players:

  • Player A that does not find the DING! reinforcing
  • Player B that does find the DING! reinforcing

So what does this have to do with the level squish? If we are under the assumption that the only change is the reduction of overall levels but not overall time played to reach each skill and talent point then the only thing Blizz has done is take away the DING! reinforcer from Player B while doing nothing for Player A. Player A is already experiencing Ratio Strain by needing to play (if we are under the assumption that 15 levels is 7 hours played… feel free to provide a real number if you can) 7 hours before they get a talent point… they still need to play 7 hours to get a talent point. Therefore they still feel the same ratio strain. However, now Player B… who previously received a reinforcer every 45-60 minutes in the form of a DING! has now gone from 45-60 minutes with a reinforcer to 7 hours with a reinforcer and will also be more likely to experience ratio strain.

In order to combat ratio strain you need to do more than just provide an illusion of less work. The human mind isn’t that weak, it’ll know when it’s still doing the same amount of work for the same amount of reward. You either need to reduce the response effort so players come into contact with the reinforcer sooner (e.g. reduce time required to level) OR you need to add in additional reinforcers such as more talents, skills, transmogs, etc. (this will depend on the individual but I think I can say that we all like getting new skills and talents).

Now if you did a level squish, reduced time played and increased skills and talents… I’m confident a quick component analysis will show you that the level squish actually did nothing and it was the reduced time played and increased rewards that increased our enjoyment with the game. So yes, a level squish is essentially pointless. However, if you believe that we need a level squish to prepare for another 10 years of expansions then you need to understand that a level squish by itself will not solve any of the current problems that players are experiencing while leveling.

I hope that this has been informative. I am willing to discuss but will not argue with anyone. If anyone wants further explanation on behavior science please let me know and I will try my best. If anyone disagrees with me and demonstrates knowledge in behavioral science I am always happy to discuss ABA and Video Games because it’s uncharted territory. If you come at me with Jenny McCarthy pseudo science or disagree using a different school of thought (e.g. Psychology) I will not respond as it will generally be a waste of both of our times and neither will convince the other.

69 Likes

This is a very well-written essay, and I found it very interesting to read. However, the attention span of the average reader on this forum may resemble that of some of your worst students on a bad day. So I do not expect many people to read it, much less respond intelligently. I would love to be proven wrong about that. Thank you for sharing your informed analysis based on your professional expertise.

22 Likes

Agree 100%. While I agree with what you wrote, I can’t lie, I didn’t ready every single word, skimmed through it. So from what I came across, it was very well articulated and has a lot of good points that back up your main argument of sorts.

Back to what I quoted though, I think the idea, if this ever does happen is that it would not end at just a level squish but would be fleshed out further to make it a more meaningful leveling experience. So to some extent;

The worry lies within their implementation since Blizzard hasn’t been good with that in any regards. It definitely needs a lot of time, discussion, transparency from them since it’s ultimately a big undertaking. They did a stat squish before, but not a level squish which also has a lot of things that can happen unexpectedly.

10 Likes

Improving people’s subjective perception of the leveling process is just what Blizzard is trying to accomplish.

“I have to go 120 levels to get to max??” is a lot different than “I have to go 60 levels to get to max.” And “I have to go 15 levels without a new talent” feels different than “I have to go 5 levels without a new talent.”

I suppose this would fall under psychology, but Anchoring and Framing are powerful tools of persuasion.

Whether or not Blizzard can pull it off without messing up the code… that’s another question altogether.

7 Likes

Psychology and therefore out of my realm.

However, if 120 levels takes the same amount of time as 60 levels I would compare this to the DMV telling you that you no longer have to wait 180 minutes, just 3 hours. Will that make any difference to you? The number is smaller but the time is the same and I would argue that almost all of us know there is no difference.

19 Likes

Very nice write up, thank you. I hope Blizz already knows all of this and is planning on decreasing the amount of time needed to reach max level in order to avoid the ratio strain you described. I definitely fall under the “player A” persona and would prefer more to each level than a pretty golden swirl, a ding noise, and full health/mana.

6 Likes

Maybe if people were rational, but we are not. 180 minutes would create a stronger anchor than 3 hrs, because primacy in the message defines its importance. If we instead focused on the “minutes” vs the “hours” part, we’d see the “minutes 180” as being less of an issue than “hours 3” because a minute is a shorter unit of time.

If you’re interested, Robert Cialdini wrote some easily accessible books on the topic called “Influence” and “Pre-suasion” that provide plenty of scholarly sources for why this happens.

People are a lot more irrational than we like to think we are.

2 Likes

As much as I appreciate the gesture, you shouldn’t waste such well thought and written post on GD, considering they don’t even bother reading the forums that much.

You should mail this to customer service and express your concerns, and maybe, they might actually hear you out.

Thank you for such well written post.

4 Likes

Well with the line of thought, wouldn’t 120 levels be preferred over 60 levels since each unit of time at 120 is less than 60?

Thank you for the recommendation, I will do just that but I’m also hoping to garner enough longevity from this post for some lurking mod to see it and take it to a higher up.

2 Likes

The bigger number would influence people to think in terms of a longer process. This is done in sales to induce higher buying prices. You can literally just talk about something unrelated beforehand and mention very high numbers while doing so, then people will be more likely to agree to higher prices because their minds have been anchored to those large numbers beforehand.

For some reason there aren’t a lot of scholarly studies about how gamers perceive overall time spent getting characters to max level, but there’s no reason to believe our brains would work differently here than they do everywhere else. We’d probably see the experience as less grindy at 60 levels compared to 120 levels because we were influenced beforehand to think of it as a shorter process.

I’d defer to you on what the experience would actually feel like though. My guess is that it would be like you say - if the overall time to complete the whole process doesn’t change and the pace of rewards doesn’t speed up, then that would wipe out some of the benefit of framing the trip as being less grindy.

1 Like

This is my biggest concern as well. There is no doubt they will break parts of the game by doing this and if the benefit is negligible then I have to ask myself “Why do this?”. If they are intent on doing a level squish then hopefully we can convince them to do it so that it actually has meaning and will make the game better.

6 Likes

But with the zika virus vaccine you now risk birth defects if you dont take it or aut… Lol okay i cant even type that out with cringing.

On a more serious note. It would be foolish to think that blizzard doesn’t know that they messed up on the speed it takes to level. That would not be surprised if they tested the level squish along with a tuning squish during the beta the next xpac. Though how they go about right now all we can do is speculate.

And before someone says time played metrics a player who quit doesn’t contribute any time

You forgot one. Gaining more power which is exactly what happened automatically when we gained a level prior to 7.3.5. This is a big one for me because it enabled me to adjust the game to my liking.

I do agree with you here - it will do nothing.

7 Likes

It doesn’t even need to be a talent or skill. In another game I play they vary the rewards when you level so occasionally you’ll get a piece of “high-end” gear for your level, or difficult to procure endgame crafting materials, etc.

4 Likes

I once worked with a parent that bought magnetized seat covers because she read that magnets will pull the Autism out… I kid you not.

Absolutely. If Blizz is unwilling to return lost skills due to bloat, there are still options. I know many Warriors looked forward to their level 30 weapon quest so knowing that some in depth story or quest is up ahead with a good reward can be just as potent as a skill or talent point.

7 Likes

Where was this???

This was all the way back in Vanilla. I don’t believe that quest exists anymore but it was a very involved, time consuming quest that took you all over the world before rewarding you with a totally boss Axe (or sword if you were a chump).

It was similar to how Warlocks used to have their demon quests, Shamans their totem quests, Druids their shapeshift quests, etc.

2 Likes

Oh ok. Sounds cool but also time consuming

I’m a SpeD teacher in ED. I can confirm, I hear feces like this all the time.

Has anyone told you about essential oils yet? :tired_face:

5 Likes

Yes! And we have to just sit there and smile at them or else we’re insensitive.

1 Like