Irvine’s late afternoon sun made Sean’s reddened and tear-streaked face all the more vivid. “I tried to find them but I could only find three and this one isn’t white all over, it has spots on it,” he stammered, the stones cupped in his hand.
“Aw, that’s okay,” his father said. “You made a good effort. You did your best, and that’s what count–”
“No,” Sean cried, wiping some tears away with his fist, which was curled around the rocks. “I was supposed to finish it. I was supposed to bring you ten white stones from the backyard and I couldn’t–”
“Sean, I... I didn’t even know if there were ten white stones in the backyard when I asked you to find them. I was just giving you a quest to find as many as you could.”
Sean sniffled. “Really? Then why did you ask me to find ten?”
Drew paused; one of the things that was beginning to strike him about fatherhood was just how honest your kids kept you. “Well, when someone gives you a quest in a game, you automatically know it’s achievable, right? Because it’s been designed specifically so that players can complete it.”
His son nodded. Maybe this was all still a bit over his head, but it was better than talking down to him. “When I design a quest at work, I make sure it’s doable from the very start. For example, I’d go out and put ten stones down. And if it looked like it was taking a long time for you to find the next one, I would program the game so that it gave you a white stone around the next corner you looked.”
“So why aren’t there enough stones?”
“The real world is a different place, Sean. In the real world, people might give you quests that aren’t actually possible, and you won’t find out until you try to do them and fail. You might get a quest and do all the work and find out there’s no reward at all at the end. You might–”
“The real world is dumb,” said Sean.
“Don’t say that. Think of the real world as... think of it as a game too, but with different rules. A different kind of logic to it, that’s all.”
Sean dropped the stones suddenly and ran past him into the house.
“Hey– where’re you going?”
“Gonna play Pokémon,” he shouted.
“I knew we shouldn’t have let him start so early,” said Natalie, who had been listening. “Now he thinks the world is supposed to behave like one of your games.”
“He’ll learn the difference.”
“If you say so.” Natalie turned back to her book. As if Drew ever had, she thought.
That night, as they were getting into bed, Natalie said, “I’m surprised you didn’t say your quest for Sean was just designed poorly.”
“I probably would have thought that a few years ago, but I’ve been thinking lately... that the last ten years of my life or so has been about funneling people through these game worlds, making sure they cleanly get exactly where they want to go. It’s like I’ve been designing train stations, or airports. How do we make things as clear as possible? How do we give the players the experience that they want?” Drew sighed. “And a lot of it is just data-driven, just based on statistics. If not enough people are finishing a particular quest, we know something’s wrong. We check to see if the objectives are clear enough, if the combat is appropriate to the area level range, if the reward is commensurate to the effort it requires. But the stuff I was saying to Sean about the real world today made me think– what if there was a game with impossible quests in it, or quests with no rewards at all?”
It had been a long day, and Natalie yawned. “I don’t think anyone would play a game like that.”
“Probably not. It’d pretty much be the worst game ever. But the possibility of something like that is kind of interesting. Plot threads that don’t lead anywhere, areas you can never actually get to, promises that aren’t kept. Just... disorder, chaos. More than that: uselessness. Maybe there’s room for something like that. In architecture there are things called ‘follies;’ they’re just these quixotic, bizarre structures with no real functional purpose other than to be there, built by rich madmen. They’re sort of like the very opposite of an airport.”
“Oh, you’re a rich madman now?” murmured Natalie, turning to her side, facing away from him. “That’s news to me...”
“Heh, no. It was just a silly idea,” he said, before they both drifted off to sleep.

Comments (15)
I'm reminded of the original TinyMUD, the one James Aspnes threw up one day. Follies would be a polite way to look at much of the player-generated building there.
I wonder what would happen if City of Heroes player generated content didn't reward players? I.e., if it was just there for the playing?
Posted by Bryant | June 14, 2009 12:12 PM
Posted on June 14, 2009 12:12
The original Metroid is the quintessential reverse airport, aside from the fact that it's actually possible to win if you suspect that every corridor has a secret lateral exit. :)
Posted by John Nesky | June 14, 2009 12:14 PM
Posted on June 14, 2009 12:14
Plot threads that don’t lead anywhere, areas you can never actually get to, promises that aren’t kept.
Yeah, I think we have enough badly-designed games already.
Posted by Adrian Forest | June 14, 2009 11:30 PM
Posted on June 14, 2009 23:30
This might work if the gamer was informed by the quest-giver in advance that their "efforts may only be rewarded by gratitude".
Or it'd be like Assassin's Creed where saving the citizens from harassment will cause them to help you when you're in need. There is no immediate connection between effort and reward in that scenario.
Rather than not having rewards for effort, I'd like to see more delayed rewards for your effort, with the reward often coming from unexpected places at unforeseen junctures of storytelling. That'd have the effect of introducing chaos without forgetting that gamers, ultimately, play a game to be rewarded emotionally.
Posted by TheElementFire | June 15, 2009 8:55 AM
Posted on June 15, 2009 08:55
It would be an interesting experience, playing a game like that.
Seeing as there are hundreds of games with ultimately meaningless, yet incredibly time-consuming, side-quests that I've completed, I wonder.. Would I still have completed them if at the end there wasn't a carrot dangling on a string?
Yes, I probably would have.
The reward is meaningless, in the end. Only the quest itself matters. So bring it on, I say! Chaos and disorder await!
Posted by Ruuppa | June 15, 2009 10:48 AM
Posted on June 15, 2009 10:48
I think this will be a natural progression with increasing realism. As we can identify more similarities between virtual worlds and our own, our expectations for such "game-like" mechanics weaken.
I find the STALKER games to be a great example of this reverse airport quality. Even so, it's not clear how many of its "broken" quests are bugs as opposed to the result of a variable-heavy environment.
Posted by Bohdan Trocki | June 15, 2009 11:19 PM
Posted on June 15, 2009 23:19
Some games do have some non-rewarded content, where the whole point of it is the journey - not the end result.
However, not many are done intentionally, or very well (as in, their broken or just sadistic). Having them generated or designed as such would be a step up, although even when, like real life, a task is impossible or a reward isn't available, there are other things that make the task worth attempting - perhaps the possibility of reward, competition for a reward, or just that doing the task itself helps someone else for no gain (charity work is an obvious example). Intangible gains (experience, emotion, whatever), but still somewhat types of gains.
I am racking my brains but can't think of a good example of a well designed impossible quest which has really no rewards at all - nothing even badly designed really. It really is an unexplored area - I wonder when we'll get a game that finally implements filling out TPS reports as a job!
There are, however, plenty of games which provide terrible/dead end plot threads, inaccessible areas and empty promises. Usually manifests themselves more as plot holes, fridge logic, designer errors and so forth.
Posted by Andrew | June 16, 2009 10:18 AM
Posted on June 16, 2009 10:18
I remember playing quite a few quests in Oblivion (after I had become some disturbly high level) just to experience the quest; I knew that the 'rewards' they offered would in all likelihood be useless at my current stage in the game.
The final, optional quest in "La Mulana" is impossibly hard, promises a great reward, and...well.
A better example of a suspiciously impossible quest is "You Probably Won't Make It" By Jesse Venbrux.
Posted by Malefact | June 17, 2009 12:25 AM
Posted on June 17, 2009 00:25
There are games that give the player a scenario they can't win, and it is often used for dramatic effect. Consider the wind tunnel in Shadow of the Colossus or the first battle with Lavos in Chrono Trigger or the nuke scene in Call of Duty 4. Really, these are little more than cinematics used to forward the plot, but they disguise themselves by relinquishing control to the player.
The alternative is to give the player an airport. Give them so much freedom to solve the quest that they find a personal experience in their choice. But, even these have to reach a bottleneck to move the experience forward.
While it IS a step in the right direction, it's still a bit too much like a movie to separate a game as a distinct art. Real people's actions have unintended consequences. In a game, this usually boils down to a "Gotcha!" moment where you were working for the bad guys all along. What if the player was given their choice of a path to their goal, but their choice only took them further away from where they wanted to be?
Posted by Ian Hinden | June 18, 2009 1:34 PM
Posted on June 18, 2009 13:34
Yeah, I think we have enough badly-designed games already.
That portrait is terrible! It doesn't even look like a face!
Right now, games are heavily focused on task-reward gratification. They don't have to be, just like a painting doesn't have to be focused on a literal representation of a scene or object.
Posted by A Man In Black | June 18, 2009 10:48 PM
Posted on June 18, 2009 22:48
This idea seems to tie very closely to the concept of the unreliable narrator, as seen in games such as Silent Hill 2.
http://www.hdrlying.com/imported-data/2008/8/18/living-in-reverse-the-benefit-of-the-unreliable-narrator.html
There's surrealist games like Yume Nikki and LSD that provide an anti-airport experience, but there's also the NES Zelda 2, which, from what I've heard, intentionally misleads you (I've never played it).
Posted by agj | June 19, 2009 6:28 PM
Posted on June 19, 2009 18:28
Re: Zelda 2: I don't know about intentionally misleading. At the beginning there's a dark cave where you can't see enemies. Naturally many players assume that they need an item before they can advance in that direction. In the town nearby to the southwest someone says something like "get the candle in Parappa Palace, go west." which leads a lot of people to believe that you have to go west to find the candle. Actually you have to go east, through the cave. It's just a matter of toughing out the dark cave to get there. Apparently he means something like "Go get the candle in Parappa Palace, then go west." but they ran out of space.
There are a lot of other areas in the game where it's easy to get lost. Zelda 2 takes place in a vast and dangerous world where many key landmarks are hidden from view. It is definitely not an airport.
The reverse airport idea makes me think of two games in particular: Super Mario 64 and Goldeneye. The designers of both games have said that they designed the locations first and then came up with things for the player to do there. The result is a lot of seemingly useless areas, but also that you get the impression you are exploring a real space and not just being pulled through a carnival ride.
Posted by shMerker | June 22, 2009 9:09 AM
Posted on June 22, 2009 09:09
I think it's worth distinguishing a "bad airport" (i.e., a situation where things ought to be clear and aren't, and an indication of design weakness) from something deliberately intended to echo the seemingly capricious nature of the world around us.
Posted by Matthew | June 23, 2009 7:32 PM
Posted on June 23, 2009 19:32
Is the concept of gnarliness at all useful here?
Posted by shMerker | June 23, 2009 7:54 PM
Posted on June 23, 2009 19:54
And I just thought you were illustrating a useful point about life.
Posted by Peter Parslow | June 28, 2009 6:59 AM
Posted on June 28, 2009 06:59