Showing posts with label Collection and Completion. Show all posts
Showing posts with label Collection and Completion. Show all posts

Wednesday, May 13, 2015

Reward Me, Demotivate Me


In this article, game designer Sande Chen reflects on the nature of intrinsic and extrinsic motivation, and how it relates to games.

I know extrinsic motivators can lead to surprisingly, the complete opposite effect, demotivation, but I have never experienced it myself until I became an avid player of the hidden object mobile game, Secret Passages.  Games, of course, have loads of extrinsic motivators like enthusiastic praise, achievement badges, and quest rewards.  Could it be that the very same mechanics used to hook initial players can lead to waning interest in the long run?

Psychologists know that extrinsic motivators can decrease intrinsic motivation, i.e. whatever held your interest in the first place.  Displaying intrinsic motivation, a student practices violin to get better at playing violin.  Some might call this doing something for the love of it.  It's also called DIY learning and self-directed learning.  Paying $10 to a student to practice violin would be an example of extrinsic motivation.  Soon, the student begins practicing for the $10 rather than for the joy of it and won't practice without that incentive.  Sure, extrinsic motivators have their uses, but you can bet that student won't make it to Carnegie Hall without a desire to excel at violin playing.

Likewise, players can have a burning desire to master a game and they don't need a bribe. Granted, that can be hard to do with a game that's more like a game service, incomplete and ongoing rather than a finite product, but a player can still race through all the content that does exist.  I've seen players finish in a day what took content developers a couple months to implement.  That's why some content may seem grindy because it's designed to keep players at bay, away from the finishing line.

Secret Passages did have its repetitive moments.  I like hidden object games, though I wouldn't say I love them.  Hidden object games supposedly do well because our short-term memory fades and we can redo the same puzzle over without it boring us to tears.  I played Secret Passages incessantly not only to explore the content and level up, but also to analyze its design.  Since Secret Passages was an ongoing work-in-progress, some things didn't make sense until the features arrived.  There was one feature, though, that had no gameplay advantage and thus, I ignored it.  This feature disappeared some time later, perhaps due to analytic data.  I never did level everything up completely, but I did unlock all the puzzles, at least the ones where I didn't have to gamble or pay. 

In fact, even when the quest told me to gamble, I had the strength to simply abandon the quest.  I think for some people, this is harder than you would think.  People have this innate desire for completion.  There's satisfaction in completing a quest and getting the rewards.  As game designers, the quest feature sounds good because it gives a reason for players to come back to the game. We're designing for retention.

Before, I was self-directed, pursuing my own goals, and even though I had to wait for my energy to replenish, I came back to the game.  With the daily quests, I did come back to the game, but I soon realized that I was only playing for about 15-20 minutes a day whereas before, I was playing for couple hours spread out throughout the day.  Each morning, I would look at the daily quests, complete them, and then never look at the game until the next day.  At first, I thought of those 15 minutes as my break time, but then I started to think of it as a waste of time.  There's other games to play, after all!  So, one day, despite my accumulation of various in-game currencies, badges, and so forth, I deleted the game.

A few months later, I reflected upon this action and realized that playing the game for quest rewards had turned into my demotivation.  Had I simply been turned off because I had exhausted the content?  What do you think?  Is this an example of extrinsic motivation decreasing intrinsic motivation?



Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, March 1, 2013

Are Badges Really All That?

In this article, game designer Sande Chen discusses the importance of badges in games, gamification, and in real life.

While working as a game designer, I've had to come up with a lot of badges, titles, or achievements.  A badge or achievement can be a delightful surprise, especially for players who don't go out of their way to collect every badge.  And badges are a great addition for completists, who now get to go through the game again but with an entirely different aim.

Badges are cool if they make the player look at the game another way and encourage exploration.  Badges can track progress and indicate to others how many times a player did an awesome video game feat.  It's all part of our instant infographic world.  But badges are not so cool if they're for lots of repetitive actions (like clicking a button) or paying money into the game. Well, that just shows how much time you've wasted or how much money you've spent, possibly...

Gamification gurus extol the use of badges and sure, people will do things for bragging points.  While status is important, I'm not utterly convinced that badges would motivate someone to do something s/he doesn't want to do.  For instance, if a hotel placed me in a room the furthest away from the elevator and told me I would get the badge of "Hall Strider" for walking down a particular hallway 10 times, I don't think I would care too much about that badge...  unless of course it came with an economic incentive, like 10% off my hotel bill.

Most of the time, in real life, badges or titles are tied to economic or social motivators.  Getting "Employee of the Month" can translate into better performance reviews and a raise.  And with each move up the corporate ladder, you get a new, distinguished title.  If you get other badges or titles at work unrelated to economic incentive, it's probably all in fun, some kind of in-joke among co-workers.

If you're aiming to be Mayor of an establishment on Foursquare, it could be for the discounts the place gives to the Mayor,  like any business would give to a frequent customer.  Or it could be a social rivalry among friends.  If suppose a celebrity went on a talk show and declared it cool to get "Hall Strider," I bet the hotel wouldn't have any trouble getting people to accept that room now that the badge of "Hall Strider" has social status.  No doubt people would aim for "Hall Stalker" and further.

Yes, designers can successfully incorporate these social rivalries and instead of economic motivators, give gameplay motivators.  Badges can be fun elements, but badges in itself do not equal fun.  Just because there are badges doesn't mean people will want those badges.  If your gamification effort is based upon giving out badges, then take a look at the core activity and ask yourself, is this fun?  If you're giving out badges for something completely not fun like undergoing root canals, the simple act of giving out badges or smiley stickers is not going to drive up demand for root canals.  That's when it might be a good time to re-evaluate the project and see how gamification, not badges, can help you.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, October 1, 2010

Using Collectibles for Player-Controlled Difficulty

In this article, game designer Doug Hill discusses how game designers can use collectibles to allow players to adjust difficulty levels in games.

In his article Risk Vs. Reward: TACOs, Achievements, and YOU, Ryon Levitt discusses the relationship between the risk a player must consider in getting a collectible versus the reward of obtaining it. This article will consider the opposite side of this problem: taking a risk by not collecting something.

In the original NES classic The Legend of Zelda, you don't have to collect everything to beat the game. You don't even have to collect half of the items. If need proof, search for a speed run of The Legend of Zelda and you will soon see players beating the game from start to finish in around thirty minutes. These players manage to beat every boss and finish every dungeon while only getting a fraction of the game's plentiful power-ups.

So how these players accomplish something like this? Practice and planning. They learn the game forwards and backwards. They learn the enemy's attack scripting and spawn algorithms. They become so proficient that they no longer have to worry about getting all of the Heart Containers to increase their health. They don't have to worry about gathering enough money to buy the Blue Ring armor upgrade. They don't have to find the hidden letter to access the medicine shop. They have more than enough skill to beat the game without these items.

Most of us mere mortals, on the other hand, need a bit of a boost. The question is – how much of a boost? The nice thing about The Legend of Zelda and other games like it is the decision is left (mostly) in the hands of the player. It lets the player continue to collect all kinds of power-ups until they feel they have enough firepower to get through a dungeon. If the player fails, they can also go and collect more power-ups so they'll have a better chance when they try again. That is, unless the player has collected all of the power-ups already.

This school of game design is one of the primary reasons that many genres of games have garnered such a widely diverse fan base. Consider the role playing game, where players have the option of trying to collect extra treasure in order to become more powerful. In this case, the player is actually choosing which risk to take – go on to an area with stronger enemies or possibly a boss without getting stronger, or go after the treasure while having to fight additional foes? Even levels and experience can be considered collectibles that put the player in control of how strong they are before they attempt to move forward.

The point I'm trying to make is that, as game designers, we should not focus on making our games specifically easy or hard. Instead, we should try to leave as much of the difficulty level decision as possible in the hands of the players. If they want their game to be easy, we should let it be easy. Give the players cheat codes. Give them extra power ups. Litter useful items everywhere. Give them difficulty levels where they barely take damage and almost never run out of ammo. If your game is fun to play in and of itself, being easy shouldn't hurt it too much.

On the other hand, make sure you give a challenge to the players who want it. This can be through harder difficulty levels, achievements and trophies, or more difficult replays after they've defeated the easy mode. Most importantly, make sure they have choices during the game, not just before they start and after they finish. Give players weapons and power-ups they can skip and not use. Give them shortcuts they can choose to ignore. Give them easy and hard ways to kill bosses.

In the end, you'll get more players to appreciate your game. It won't feel too hard, while those seeking a challenge will find one without having to look too hard.

Doug Hill is a freelance game designer and writer who has worked on a variety of published video games over the past ten years. His current focus is developing intellectual property for use in both interactive and non-interactive media.

Wednesday, September 29, 2010

First, Do No Harm

In this article, gameplay programmer Nels Anderson warns that more does not equal better when it comes to collectables, especially when their very presence may contradict the gameplay experience.

Designed correctly, collectables can enrich a world, making it feel larger and more robust. Designed poorly, they exploit some of our worst tendencies as gamers. Usually games feature one or the other, and it's unusual and interesting when both exist (at times, literally) side-by-side.

Lately, I've been playing longer single-player DLC from some of the bigger releases earlier this year. Along with Minerva's Den for Bioshock 2, I've been playing The Signal for Alan Wake (it came free with the game). It reminded me of the stark contrast Alan Wake presents in its collectables. I wrote about Alan Wake previously, but I wanted to go into more detail about the collectables themselves.

To be clear, Alan Wake has far too many collectables. There are: manuscript pages, coffee thermoses, supply crates, can pyramids, radio clips, TV shows and local history signs. The Signal adds two more, ticking clocks and cardboard standees. And, of course, there's an individual achievement for collecting every one of these. It's absurd. I can only imagine it emerged from group-think that concluded, "People like collectables, and some collectables are good, so more must be better!" And Alan Wake isn't even a sprawling open world with vast environments the player is never required to visit but can explore at their leisure. It's a linear, level-based game whose environments are, if anything, too big.

I'm not trying to pick on Remedy or Alan Wake, because they did some very good things with their collectables. It's just that the good things are sitting right next to some things that are ... less good. And the good collectables are quite good. The two most successful were the radio segments and Twilight Zone-esque TV shorts. They follow the guidelines for good collectables: 1) they're rewarding in their own right, 2) they enhance the game thematically and 3) they're sensibly located. They're rewarding because they are (at least potentially) amusing or provide some backstory. They enhance the game thematically because late night radio feels both lonely and creepy (Mitch called that one) and the TV spots are appropriately absurd. And they're sensibly located because they're both found in man-made structures (that are not ruined/abandoned).

At the complete opposite end of the spectrum are the game's one hundred coffee thermoses. They have no purpose in the game beyond provide an achievement, and beyond a tenuous Twin Peaks joke they're not thematically appropriate and they're scattered from hell to breakfast. You're as likely to find one in someone's kitchen as you are to find one perched on top of a boulder deep in the woods. The can pyramids are just as bad, while the manuscript pages and supply caches fall somewhere in the middle.

But why are "bad" collectables bad? If some people don't like them, they can just ignore them, right? The problem is poorly designed collectables can have subtle but dramatic impact on the game's pacing (again, see Mitch's piece). In Alan Wake, you're often chased or running toward something important. You're supposed to feel rushed and threatened. But as this is a pretty standard game and the world's state cannot actually change until the player is nearby, that's entirely smoke and mirrors. Now that would be okay (a lot of great games are mostly smoke and mirrors) except the presence of the poor collectables encourages the player to take the game very slowly and methodically, scouring an environment entirely before moving onward. Once again, it's that old chestnut where the game's fiction says one thing ("Run! Hurry!") and the game's rules say another ("Slow down and find all those thermoses").

There's no doubt in my mind Alan Wake would be a better, more cohesive game without those thermoses. The danger really is thinking that arbitrary, pointless collectables are good because people like them. It's true that they're effective for many people, but they might be effective for all the wrong reasons. And effective isn't the same thing as good. Alan Wake shows us how seamlessly good collectables can integrate into a game. And in the next breath, it shows how harmful poor ones can be. More isn't always better. Let's not forget that, okay?

Nels Anderson is a gameplay programmer at Hothead Games. He's probably the only game developer in Vancouver (and maybe all of Canada) that was born and raised in Wyoming. He writes about games and game design at http://www.above49.ca. A version of this post originally appeared there.

Sunday, September 26, 2010

Risk Vs. Reward: TACOs, Achievements, and YOU

In this article, game designer Ryon Levitt discusses how to make collecting totally arbitrary collectible objects (or TACOs) a meaningful and fulfilling activity for players.

Since as long as I can remember, I’ve been somewhat of a completist when it comes to video games. I will admit that as I’ve grown older, my definition of “complete” has changed due to the amount of time I have for any particular game, but I still feel like I should try to get as much out of any game I play. For this reason, I find that the concept of collectibles to strike a very close chord with me.

I have collected many things in my life, Sonic’s Rings and Mario’s Coins, items that let me survive longer, making game completion more achievable; Sonic’s Emeralds which changed endings; the many arbitrary icons and photo points in Grand Theft Auto: San Andreas that gave me access to tools in-game; Battle Trophies in Star Ocean: Till the End of Time that gave me costumes and difficulty levels; Legendary weapons in countless RPGs; Bestiary entries; and more modernly, PS3 Trophies and Xbox Achievements.

And what have I learned from years of collecting items with little-to-no real world value? Collecting things makes you feel good… as long as:
       
            A) you feel you earned them.
            B) you feel that what you got was worth the effort put into it.

So what does this mean from a design standpoint?

As designers, it’s our job to make whatever collectibles we put into a game as lucrative to get as possible. A collectible with no meaning is a waste of time to collect and will only be a source of frustration to our players. At the same time, if we make them lucrative to collect, the challenge to get them should reflect that. A large reward without any risk is just a gift, which may be nice, but really is equally meaningless.

Effort vs. Reward vs. Meaning
It’s easy to see examples of games that can fit all over the above chart. MMOs and RPGs and any other game that relies on percentage chances for rewards often force players to put in a lot of effort for variable value rewards. “Get me 5 rat tails for this Health Potion”. In itself, it’s a low-effort task – rats are easy to kill. But when a rat doesn’t always drop a tail, suddenly the task has become tedious as you have to kill 50 rats for the 1/10 drop. Some developers may feel that this increases gameplay time, but I’m of the school of thought that if something needs to be earned, then it is better to make the challenge harder, not longer. As such, Tedium can be considered to reduce the value of a reward. If a reward is high effort and high reward, but extremely tedious, then it should be treated as though the reward is actually lowered.

On the other side of the graph, we look at achievements that are “earned” without having to do anything. Without naming any titles, there has been numerous mentions of games that give the entire set of Achievements by just completing each stage – and the stages aren’t particularly difficult either. Sure, people who care all about their score will pick up these titles to abuse the system, but really what do those points mean if they are getting them without actually achieving anything? Isn’t the act of achieving something the meaning of Achievements?

Finally, there is the top of the graph, the area at the top of the Meaning axis. This area is the hardest to give examples for because Meaning means different things to different people. In its purest sense it is the sense of accomplishment – getting the high score, getting the 100% completion, getting the uber weapon - whatever it may be, it is different for each game and for each player. Not every game has a collectible in this area, though the games that are considered the most satisfying by fans and critics alike always do. Having an abundance of high-meaning collectibles for a game can prolong its life – even the classics from the 8-bit and 16-bit eras have fans constantly coming back for those 100% completion runs because they feel good to achieve.

So in conclusion, collectibles are definitely an important part of the design process and one that should take a lot of thought by the design team. Collectibles need to have meaning for them to be worth getting and to give them meaning, the effort to get the collectible and the reward from getting the collectable have to be balanced. If games have meaningful collectibles, then they will enjoy longevity by people who have earned the sense of satisfaction.

Ryon Levitt is a programmer-turned-designer for TECMO KOEI CANADA, with about 3 years of credited design experience.  Ryon is one of the founding members of the IGDA Game Design SIG, and helped coin the acronym GDAM.

Tuesday, September 7, 2010

September 2010: Collection and Completion

September 2010's topic, Collection and Completion, was submitted by game designer Doug Hill.

Doug writes:

From munching dots in Pac-Man to unlocking achievements and trophies in the hottest new AAA game for Xbox 360 and PlayStation 3, the act of collecting and completing has been a central part of video games for over three decades now.

The collection and completion design is clearly one of the most tried and true mechanics for adding longevity to the video game experience – but is it flavor or filler? Do collecting and completing enhance our design, or are we distracting players from the real heart of our games' designs?

In this month's topic, Game Design Aspect of the Month wants to explore the means and the method behind this core mechanic in so many games. Here are some potential topics to explore:
  • How can we implement 'collection and completion' mechanics that enhance the quality of our games rather than distract from it? Is it possible?
  • How does the 'collection and completion' mechanic affect player psychology? Is driving our players to complete every collection healthy or detrimental?
  • What are some of the key characteristics that make 'collection and completion'-centric games (such as Pokemon) so successful? Does it lie with the mechanic and how it is implemented, or is it found elsewhere?
Doug Hill is a freelance game designer and writer who has worked on a variety of published video games over the past ten years. His current focus is developing intellectual property for use in both interactive and non-interactive media.