The Game Boy: Should Games Have Win Buttons?

High blood pressure. Teeth marks in keyboards. Keyboard marks in monitors. Millions dead. These are only a few of the symptoms typically associated with gamer rage, but as with any potent malady, thousands of talented men and women are racing to find a cure. Recently, however, two groups picked up the pace and sprinted to the head of the frustration-fighting pack. Their names are Bethesda and Nintendo.
Both companies are currently developing games that, in a manner of speaking, play themselves. They are -- to put it in cynical, crotchety, “back in my day” terms – finally handing players a Win Button. Bethesda has applied the name “SMART A.I.” to its get out of frustration free card, but it merely gives you the option of taking a breather while the A.I. controls your character’s movement toward a specific location. In other words, encounter anything with an itchy trigger finger and you’re S.O.L.
This is nowhere near as extreme as New Super Mario Bros. Wii’s approach, which will – according to Mario creator Shigeru Miyamoto – do everything for you at your behest. Free from the slippery grasp of your feeble fingers, Mario will cut a swath through Bowser and his cohorts as though possessed by the reptile-battling soul of Steve Irwin. He will have his revenge. But will you enjoy it?
Well, I’d say it depends. Videogames, one could argue, have been subtly moving toward including this completely non-interactive option for quite some time. Whether it be auto-aim in console FPSes like Halo or guided jumps in games like Uncharted: Drake’s Fortune and inFAMOUS, developers funnel players into eventual success by shaving away little bits of interactivity from their games. If done well, these techniques help the player feel empowered, fitting perfectly into their in-game character’s role of, say, a nimble, sharp-shooting super human. In addition, this causes frustration to rear its ugly, screaming head less frequently, since by and large, the player feels like, well, a badass. Sure, that feeling of badassery – that form of empowerment – isn’t exactly a reflection of the player’s real skill level, but it’s enjoyable nonetheless.
It’s important to note, however, that if the player is given too much power over the game world – say, for instance, if a fighting game allows combatants to pull off their best moves effortlessly – then the player is likely to get bored. All the power’s been handed to you on a silver platter; what is there to strive for? When the developer guides the player through an experience, empowerment becomes an illusion to varying degrees. The developer, as the magician in this example, should never show all of his or her tricks. Now you might be thinking, “Isn’t a Win Button a big, red example of that mistake in action?” Again, as I’ll explain in further detail soon, it depends on what type of game we’re talking about.
At this point, it’s pretty clear that the kind of satisfaction one earns from games that actually put up a fight is markedly different from that of those that simply ask you to close your eyes, hold out your hands, and receive An Experience. Here, any of the above in-game assist features only serve to make the player feel coddled. After all, in this case, empowerment surges through your synapses not while you’re doing the deed, but after you’ve conquered a tough level or finally outsmarted that boss that infuriatingly tossed you around as a cat would its broken, helpless prey. So sure, there’s an element of frustration involved, but so long as you tough it out, satisfaction and empowerment eventually flow like so much celebratory champagne.