Skinner box style addictive games are generally considered as parasitic in the game development community

  • A team of developers have finally gone out of their way to make a game that avoids as much of the skinner box style game design as possible.

    What happens after that?

    An endless stream of people complaining about the lack of skinner box mechanics.

    Apparently skinner box games, after becoming the norm, have addicted people to their endless treadmill leveling mechanics. If those mechanics aren't in the game people seem to think they are getting nothing out of it. Technically they're just not getting the regularly scheduled endorphin boost they've been trained to expect from video games.

    The fun coming out of play has value. The development of skills through play has value. The interactions with other players have value. These are the kinds of value that made Journey such an engaging and groundbreaking game. Experience and leveling systems have no intrinsic value at all, they're like a drug. They make you feel good but they provide no value outside of that.

    The fact that this game by and large does not engage in that sort of game design has been a huge relief for me. I've been burnt out on the level and grind treadmill for a long time and haven't been able to put my finger on it. So please, stop pushing for the skinnerification of this game, it doesn't need it, its already fun and relaxing.

  • 74
    Posts
    44.0k
    Views
  • Thanks for this! I’m also finding I’m not having to grind just to keep up with my friends. I can play as I please and still do anything my higher rep friends can do...

  • B-but... d-don't you want BIG NUMBERS?! I mean c-content, obviously!

  • I've got a boat and a banana (ironic that a banana is the food item of choice). Times ain't so bad.

  • I'm glad you put this into words, I was having some trouble quantifying exactly why I love this game so much.

  • @unhandythreax Right!? I've been trying to put my finger on that for quite a while, even before SoT launched. I kept feeling unsatisfied with my usual games, kept feeling apathetic about the 20 millionth level up since I started gaming. Then this came out and I just want to go sailing.

  • @mrbrocksego So much wrong with what youve said. The voyage system in itself is a endless treadmill leveling mechanic.

    Skinner box is more about lootboxes, which no, this game doesnt have.

  • @mrbrocksego said in Skinner box style addictive games are generally considered as parasitic in the game development community:

    A team of developers have finally gone out of their way to make a game that avoids as much of the skinner box style game design as possible.

    (A brief rundown on what skinner boxes are

    What happens after that?

    An endless stream of people complaining about the lack of skinner box mechanics.

    Apparently skinner box games, after becoming the norm, have addicted people to their endless treadmill leveling mechanics. If those mechanics aren't in the game people seem to think they are getting nothing out of it. Technically they're just not getting the regularly scheduled endorphin boost they've been trained to expect from video games.

    The fun coming out of play has value. The development of skills through play has value. The interactions with other players have value. These are the kinds of value that made Journey such an engaging and groundbreaking game. Experience and leveling systems have no intrinsic value at all, they're like a drug. They make you feel good but they provide no value outside of that.

    The fact that this game by and large does not engage in that sort of game design has been a huge relief for me. I've been burnt out on the level and grind treadmill for a long time and haven't been able to put my finger on it. So please, stop pushing for the skinnerification of this game, it doesn't need it, its already fun and relaxing.

    I made a similar argument earlier on in the forums but didn’t explain it nearly as well as you have. I guess calling people brainwashed isn’t exactly a good way to get them on your side x]

  • To be honest I am not against the lack of vertical progression in this game.

    ...but I don't understand why some folks are so dedicated to bash games with vertical progression to condone the mistakes of this game. For your info there are tons of games with vertical progression that are infinitely better than SoT, got way better critical reception than SoT and their players are recommending those games to their friends.

    This was a brave move by Rare, but unfortunately they didn't fill this world with a worthy replacement for those efficient progression systems.

  • @lobofh
    I don't think it's necessarily about vertical progression. I think it's more like constant "rewards" that aren't real rewards. Like Battlefield for example. Let's pretend SoT would be like Battlefield, where you get tons of points for every minor action.. (I like Battlefield btw)

    spawn in tavern +50
    collect banana +100
    collect plank +50
    collect cannonballs +100
    board your ship +150
    vote for voyage +500
    raise anchor +250
    lower sails +175
    adjust sails +150
    spot other ship +500
    load cannon +50
    shoot cannon +50
    hit enemy ship +100
    killed enemy player +100

    I could go on forever. I think Skinners Box is talking more about this kind of stuff.

  • @nebenkuh

    Quoted from the OP: "Experience and leveling systems have no intrinsic value at all, they're like a drug. They make you feel good but they provide no value outside of that."

    I think he means systems of vertical progression, and sorry, but he can't be more wrong. When you get a new toy or skill in Borderlands, Diablo or Dark Souls you just don't get an instant gratification to your adiction, but new tools and ways to enjoy the game and give variety to your journey.

    I am fine with no vertical progression in SoT...even if I wonder if we are really missing something that could be awesome...but those other games are very good at it and this other kind of vision is so legitime like SoT's.

  • Major size of the content in place doesn't cater to skinner addicts, but the bottlenecked reputation system at the core sadly is one. It just doesn't reward anything other than new cosmetics of the already owned items and a pat on the back by the stranger reminding us to get a few more levels again and again.

  • Addiction is a strong word to use for a shift in gaming trends... New generations to gaming create new methods and preferences (e.g. mobile gaming). Actually, to my knowledge, there have been FAR more vertical progression games produced over the decades (though I have no concrete data).

    My personal feeling is what’s missing from SOT is a feeling of accomplishment. There is Legend status to achieve but other than that once you have the look you want there’s very little you can earn. There is also no real meaningful social interaction outside of just talking on a mic (and for Xbox users communication is very limited).

  • @mrbrocksego said in Skinner box style addictive games are generally considered as parasitic in the game development community:

    A team of developers have finally gone out of their way to make a game that avoids as much of the skinner box style game design as possible.

    (A brief rundown on what skinner boxes are

    What happens after that?

    An endless stream of people complaining about the lack of skinner box mechanics.

    Apparently skinner box games, after becoming the norm, have addicted people to their endless treadmill leveling mechanics. If those mechanics aren't in the game people seem to think they are getting nothing out of it. Technically they're just not getting the regularly scheduled endorphin boost they've been trained to expect from video games.

    The fun coming out of play has value. The development of skills through play has value. The interactions with other players have value. These are the kinds of value that made Journey such an engaging and groundbreaking game. Experience and leveling systems have no intrinsic value at all, they're like a drug. They make you feel good but they provide no value outside of that.

    The fact that this game by and large does not engage in that sort of game design has been a huge relief for me. I've been burnt out on the level and grind treadmill for a long time and haven't been able to put my finger on it. So please, stop pushing for the skinnerification of this game, it doesn't need it, its already fun and relaxing.

    Thank you for this post. The design of this game is deliberate and has a lot well considered thought behind it. It's perhaps expected that people might react negatively when conventions and mechanics that are prevalent in other games aren't here or emphasized but it's definitely intentional and Rare should be applauded for it. Games don't (and shouldn't!) all have to be the same and it really seems that a swath of gamers have a very narrow view about what the hobby is capable of. Gaming has become very stale and accessible to a ever smaller niche outside of Nintendo. We should all want to get back to the developer mentality from days of phone-book sized issues of CGW, empowered by today's tech. Reward systems and play environs and mechanics and competitive systems don't all have to be the same - and shouldn't be.

  • @MrBrocksEgo
    You seem to confuse what the skinnerbox example really represents.
    It is about being rewarded for a doing a specific action and all the psychological implications of expecting such reward.
    The example is very specific and applies to addictive mobile clicker-games, which are blatantly exploiting it and has very little relevance outside of those.

    Please stop attributing this game special amazing qualities that it doesn't even remotely have: its design is perfectly in line with every other modern videogame and it's ultimate purpose is still to make you spend money on it, eventually.

  • @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

  • @mrbrocksego a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    What ? Have you played to Borderlands ? Are you telling me there is no change to the gameplay if you play with an SMG, a rocket launcher or a melee weapon ?

  • @aenima123 Yes I've played the first one and the second one, they have some of the most repetitive gameplay. I'm saying there is basically no difference between smg pistol lmg ar sr shotgun or any other kind of gun. Just like there is basically no difference in gameplay between a rocket launcher, a grenade launcher, and a grenade. Obviously if you cherry pick three completely different classes of weapon they will be different. Those three are all the game has to offer however.

  • @mrbrocksego I agree with what you have said mostly with regards to this game not really needing vertical progression and being fine as it is.

    However, let's not get carried away and forget how much fun levelling up was in the history of our gaming.

    'Oh, I just hit level 60 and can take on this uberboss and hopefully I get the really rare sword the boss drops because it has awesome stats!'

    I still absolutely love this vertical style of gameplay. It's how I grew up and wouldn't want to see it disappear for games that boast horizontal progression 'for your balanced PvP experience'.

    I think there's a place for everything. SoT is great the way it is and as you said, is relaxing and enjoyable so there's definitely no need to change that. It did take me a while to get used to but nothing that wasn't manageable.

  • @evasive-envy Oh there are absolutely should be a variety of types of games. I mean I grew up playing baldurs gate, final fantasy, and suikoden until my eyes bled. I've just noticed that for the past few years now it seems increasingly like every game has RPG elements jammed into every nook and cranny.

    I keep seeing people asking for that to happen here and I just really don't want to see that happen. I mean SoT isn't perfect, it definitely needs more stuff just in general, I don't think that stuff should be more levelling mechanics though. I think theres a lot of different types of gameplay they could bring in, and I'm sure at some point there will be a few more things that level. Thats fine, its a tool in the box and it should be used.

  • @mrbrocksego a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 Yes I've played the first one and the second one, they have some of the most repetitive gameplay. I'm saying there is basically no difference between smg pistol lmg ar sr shotgun or any other kind of gun. Just like there is basically no difference in gameplay between a rocket launcher, a grenade launcher, and a grenade. Obviously if you cherry pick three completely different classes of weapon they will be different. Those three are all the game has to offer however.

    Well, you are cherry picking too, because if i follow your logic, it's easy to boil down any game that way, it's only a matter of how macro/micro we are looking through the microscope lense.

    Even the smallest detail between two SMGs, the rate of fire, the ammo capacity, the recoil, the special effects, has an impact on how you play it. Sometimes it's only the model, the skin, the sound, how i loot it, that would make me love one and hate another.

    Oh, by the way, winning a game of Counter-Strike releases dopamine, winning a game of Monopoly releases dopamine, games with added RNG, loot and skins to win, it's nothing new, they just find a even more effective way to distribute dopamine shots. There is no shame in that.

  • @mrbrocksego Oh you're dead right! Geez you brought back memories. I remember going back and editing the sphere grid to +4 nodes so I could take on the black aeons in FFX! This game definitely doesn't need that!

  • @mrbrocksego dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

    Sorry, I have played more than 1200 hours Borderlands 2 and, well, I don't want to be disrespectful but you don't know what you are talking about, there are so many variants of weapons, shields and items and they change dramatically the way you play.

    I can put you examples if you don't believe my words. But I have played it some years ago and I would need to do some research, as I don't remember all the names and so on.

  • @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @mrbrocksego dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

    Sorry, I have played more than 1200 hours Borderlands 2 and, well, I don't want to be disrespectful but you don't know what you are talking about, there are so many variants of weapons, shields and items and they change dramatically the way you play.

    I can put you examples if you don't believe my words. But I have played it some years ago and I would need to do some research, as I don't remember all the names and so on.

    No because in the end, no matter the weapon, they all serve the same purpose, they all go PEW PEW PEW to shoot at pixels, so you know... It's all the same. /s

  • @aenima123 & @LoboFH I'm just saying the gameplay doesnt change. Sure you have to micro manage some different things. The GAMEPLAY however is exactly the same. Gunplay =/= Gameplay

    I'm not even trying to poo poo on borderlands. I had fun with the first, just found that the second was more of the same. I've got a lot of years playing games under my belt and just have hit my limit for level and loot. It hits my brain as repetition in infinite variety, the same thing a thousand times with minute variations. It doesn't give me joy anymore, it makes me tired. I get that a lot of people haven't hit this point and thats cool, I'm just arguing for not homogenizing video games so that they all have those types of mechanics in them.

  • @aenima123 dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @mrbrocksego dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

    Sorry, I have played more than 1200 hours Borderlands 2 and, well, I don't want to be disrespectful but you don't know what you are talking about, there are so many variants of weapons, shields and items and they change dramatically the way you play.

    I can put you examples if you don't believe my words. But I have played it some years ago and I would need to do some research, as I don't remember all the names and so on.

    No because in the end, no matter the weapon, they all serve the same purpose, they all go PEW PEW PEW to shoot at pixels, so you know... It's all the same. /s

    Please...

    No, dude, your Moxxi's weapons that heals you is not like the explosive Unkempt Harold that melts faces, a shield that absorbs bullets it's not like the Bee, that amplifies the damage, you can play Zer0 as a melee assassin, a sniper or with pistols, you need very specific builds and gadgets to be sucessful with those very different playstyles.

  • @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @mrbrocksego dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

    Sorry, I have played more than 1200 hours Borderlands 2 and, well, I don't want to be disrespectful but you don't know what you are talking about, there are so many variants of weapons, shields and items and they change dramatically the way you play.

    I can put you examples if you don't believe my words. But I have played it some years ago and I would need to do some research, as I don't remember all the names and so on.

    No because in the end, no matter the weapon, they all serve the same purpose, they all go PEW PEW PEW to shoot at pixels, so you know... It's all the same. /s

    Please...

    No, dude, your Moxxi's weapons that heals you is not like the explosive Unkempt Harold that melts faces, a shield that absorbs bullets it's not like the Bee, that amplifies the damage, you can play Zer0 as a melee assassin, a sniper or with pistols, you need very specific builds and gadgets to be sucessful with those very different playstyles.

    Protip : "/s" at the end of a post means "sarcasm". You're welcome.

  • @aenima123 dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @mrbrocksego dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

    Sorry, I have played more than 1200 hours Borderlands 2 and, well, I don't want to be disrespectful but you don't know what you are talking about, there are so many variants of weapons, shields and items and they change dramatically the way you play.

    I can put you examples if you don't believe my words. But I have played it some years ago and I would need to do some research, as I don't remember all the names and so on.

    No because in the end, no matter the weapon, they all serve the same purpose, they all go PEW PEW PEW to shoot at pixels, so you know... It's all the same. /s

    Please...

    No, dude, your Moxxi's weapons that heals you is not like the explosive Unkempt Harold that melts faces, a shield that absorbs bullets it's not like the Bee, that amplifies the damage, you can play Zer0 as a melee assassin, a sniper or with pistols, you need very specific builds and gadgets to be sucessful with those very different playstyles.

    Protip : "/s" at the end of a post means "sarcasm". You're welcome.

    Next time you post the Big Bang Theory gif, can you?

  • @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @mrbrocksego dijo en Skinner box style addictive games are generally considered as parasitic in the game development community:

    @lobofh I just really don't think a different special effect on a weapon that aside from a customised model is identical to hundreds of other weapons in the game is changing the way your playing the game at all. Borderlands is the best / worst example of this, thousands of guns, but they're all basically just guns you shoot them they do damage. There is no change to your gameplay at any point, it literally never changes.

    @Super-Poopsy This extra creditz episode breaks it down differently and includes a lot more games than just mobile clicker games.

    Sorry, I have played more than 1200 hours Borderlands 2 and, well, I don't want to be disrespectful but you don't know what you are talking about, there are so many variants of weapons, shields and items and they change dramatically the way you play.

    I can put you examples if you don't believe my words. But I have played it some years ago and I would need to do some research, as I don't remember all the names and so on.

    No because in the end, no matter the weapon, they all serve the same purpose, they all go PEW PEW PEW to shoot at pixels, so you know... It's all the same. /s

    Please...

    No, dude, your Moxxi's weapons that heals you is not like the explosive Unkempt Harold that melts faces, a shield that absorbs bullets it's not like the Bee, that amplifies the damage, you can play Zer0 as a melee assassin, a sniper or with pistols, you need very specific builds and gadgets to be sucessful with those very different playstyles.

    Protip : "/s" at the end of a post means "sarcasm". You're welcome.

    Next time you post the Big Bang Theory gif, can you?

    Next time i will start and end my post with "ATTENTION THIS IS SARCASM" just for you.

  • @aenima123 In bold.

  • @mrbrocksego a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 & @LoboFH I'm just saying the gameplay doesnt change. Sure you have to micro manage some different things. The GAMEPLAY however is exactly the same. Gunplay =/= Gameplay

    I'm not even trying to poo poo on borderlands. I had fun with the first, just found that the second was more of the same. I've got a lot of years playing games under my belt and just have hit my limit for level and loot. It hits my brain as repetition in infinite variety, the same thing a thousand times with minute variations. It doesn't give me joy anymore, it makes me tired. I get that a lot of people haven't hit this point and thats cool, I'm just arguing for not homogenizing video games so that they all have those types of mechanics in them.

    It won't happen. Simply because it's not something you can throw in any game just because.
    Of course, some people would like RPG elements in SoT, a leveling progression system, loot, even i could do with some of that in a certain way. But in the bigger scheme of things, SoT is lacking something meaningful to accomplish, that's what a lot of people would like, it doesn't necessarily have to be a leveling progression system or loot. Just something meaningful other than cosmetics and PvP. That's fine for a while but it's just get old pretty quick for a lot of us.
    Oh, and maybe you didn't notice, but you've got a lot of skinner box gimmicks in SoT already : When you dig for a chest, when you kill a skeleton captain, when you open the door of a skeleton fort, when you sink another ship, each time, you're hoping to be a shinny shinny chest, skull, a room or a ship full of booty.

  • @evasive-envy I feel like this game is Rare trying to push back to their roots, back to the old nintendo days. Sometimes the level exploring sends me back to like Bango Kazooie feelings, but since there are 0 collectables (wouldn't mind some though) that passes quick.

    They seem to be going for the same kind of free roaming fun exploration their early 3d platforming games had. Obviously its missing the level of polish and care one would expect from a nintendo game, but they're owned by microsoft now so not too surprising.

  • @aenima123 a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @mrbrocksego a dit dans Skinner box style addictive games are generally considered as parasitic in the game development community :

    @aenima123 & @LoboFH I'm just saying the gameplay doesnt change. Sure you have to micro manage some different things. The GAMEPLAY however is exactly the same. Gunplay =/= Gameplay

    I'm not even trying to poo poo on borderlands. I had fun with the first, just found that the second was more of the same. I've got a lot of years playing games under my belt and just have hit my limit for level and loot. It hits my brain as repetition in infinite variety, the same thing a thousand times with minute variations. It doesn't give me joy anymore, it makes me tired. I get that a lot of people haven't hit this point and thats cool, I'm just arguing for not homogenizing video games so that they all have those types of mechanics in them.

    It won't happen. Simply because it's not something you can throw in any game just because.
    Of course, some people would like RPG elements in SoT, a leveling progression system, loot, even i could do with some of that in a certain way. But in the bigger scheme of things, SoT is lacking something meaningful to accomplish, that's what a lot of people would like, it doesn't necessarily have to be a leveling progression system or loot. Just something meaningful other than cosmetics and PvP. That's fine for a while but it's just get old pretty quick for a lot of us.
    Oh, and maybe you didn't notice, but you've got a lot of skinner box gimmicks in SoT already : When you dig for a chest, when you kill a skeleton captain, when you open the door of a skeleton fort, when you sink another ship, each time, you're hoping to be a shinny shinny chest, skull, a room or a ship full of booty.

    Oh, i was forgetting the RNG on the numbers, each time you sell something.

    I will go as far as to say that this is what makes the chest digging bearable more than an hour. Imagine there would be only 1 type of chest in the game, imagine how those voyages would be dull.

  • @mrbrocksego No one's asking for skinnerbox mechanics. We can still have horizontal progression, but people want ways to vary their playstyles and goals to work towards. I made a post about how sidegrades would be beneficial to longevity, something to work towards unlocking. Goals aren't really a bad thing.

  • @aenima123 Your really pushing on like I was claiming this game had no skinner box mechanics and should have none ever. You need to learn to read better. I literally said:

    "A team of developers have finally gone out of their way to make a game that avoids as much of the skinner box style game design as possible."

    I then followed that up near the end with:

    "The fact that this game by and large does not engage in that sort of game design has been a huge relief for me."

    Do either of those sound like me saying this game has no skinner box mechanics? NO

    If you read any of my other posts on here you would also see I'm not in general hating on that type of game design.

    Reading comprehension. Please.

74
Posts
44.0k
Views
1 out of 74