Designing for Motivation

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I. Motivated Game Design
The game designer is in the position of “the one who proposes”. The proposal is: "come and play
in my world, following my rules." It is a negotiation between the game designer and the player,
where the game's design must convince the player of the legitimacy of its rules, and persuade
him about the game's interest. The gameplay and the game systems will play the role of
immersive catalyst, in order to monopolize the whole attention of the player. The persuasion
capacity of a game designer is measured by the strength of his game systems.
It is all about universe coherency, about credibility and also accessibility. The player has to
“believe” in the game, identify himself with something and quickly get one’s bearings.
The tutorial is essential to guide the player in this development. This is an interactive part where
the player becomes acquainted with the game. In general, the tutorial should be the first level(s)
where the basics are taught; however, this should not be apparent. Motivated by his need to learn
and to understand, the player will be even more receptive if the tutorial seems to be a “natural
way to go”. A tutorial that only enumerates rules and controls is absolutely anti-immersive and
not very motivating.
Once in possession of a "young hero’s set", knowing the bases of the world, the interface and
controls, what motivates the player to go on?
The story? It is, indeed, a considerable source of motivation – considerable, but not sufficient.
The narration can keep a spectator in suspense, but cannot in any case compel a player to act.
The world? Indeed, if the universe "speaks" to the player, if it is original enough and its
coherency is sufficient, then it is a motivating element. If at the beginning it is necessary to
discover the universe, then at the end the objective is to control it and master it. Even if it is not
the principal motivation, one can consider the universe to be a background motivation if it is rich
enough.
The gameplay? Yes, the game design is the essence of the game and it is here that we find the
real potential for motivation. This is also the point that I will develop further on.
The motivation depends on the needs. After the first minutes, the needs of the player immersed
in the universe are directly linked to the game. These needs are artificially created by the game
design according to the tacit agreement with the player.
This silent agreement takes the form of a promise stated by the game design at the time of the
presentation of the game’s universe and the game itself. For example, a RPG promises character
growth combined with a measure of empowerment. A FPS, on the other hand, promises large
weapons and powerful enemies.
This is an explicit shortcut to highlight the relationship mechanisms between the game designer
and the player and thus of the motivation. In order to obtain more quality and more efficiency,
we have to consider from now on the player as a variable of the game systems.
II. The PNRC System
The purpose of the system that I am presenting is to manage internal motivations both coming
from the game and in the game context. The player’s external motivations are non-estimable and
unverifiable. We cannot know if the player made the bet to finish the game or if his circle wanted
him to stop playing. What we are interested in here is the motivation induced by the game
mechanisms and systems.
We have to offer challenges to the player in order to entertain him and test him along with
rewards that would motivate him to continue playing. Motivating the player is also to understand
his needs with the purpose of fulfilling them. It is thus to know but also “to control” the progress
of his needs in order to increase them, vary them and modify them from the beginning till the
end of the game.
A reward can take several forms but it must be in correlation with the universe and with the
player’s expectations. A reward is related to a challenge, a test or an effort, and thus must be
proportional to the difficulty to obtain it.
To reward a player in a FPS with a bouquet of flowers would be a proof of no common sense.
However, in a game of seduction this kind of reward is in adequacy with the game universe.
Likewise, to loot Excalibur on a goblin or a rusty dagger on a giant are serious mistakes in the
game design. The player receives a reward either disproportionate or inferior to the difficulty and
the reward system collapses. Another dangerous and common practice is to have random
rewards. Based only on luck, this system is difficult to tune and it can be a source of frustration
to the players.
We have to reward for a given challenge, according to the difficulty and the needs. This is the
PNRC system or the Motivation loop:
We have to know at any time what the state of the player is. By getting this information we can
determine what his needs are, what rewards will be adequate and what level of challenges we can
propose.
Hence, we can say that the player’s motivation is an outcome of 4 following functions:
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PLAYER STATE (P): This is the state of game variables of the player’s avatar. His life, armor,
and the quality of his equipment, etc. It is also his talent, his knowledge of the world and of game
mechanisms. We can say that this is the strength of the player.
NEEDS (N): These are the needs at the moment when the challenge arises. These needs depend
on the player’s state and on his advancement into the game. There are also the needs added, by
the game design, as the player goes along.
REWARD (R): This is the player’s expectation of the reward. The value depends on the type of
reward (function of the needs); it depends on the estimated difficulty and also on the player’s past
experience with the reward system.
CHALLENGE (C): This is the player’s expectation regarding the challenge. The value is high if
the player believes in his own capacities. However, if he does not feel comfortable or if he doubts
in his skills, the value is low.
For a particular Player State we have the following equation for motivation (M):
M(p) = N(p)*C(p)*R(p)
Indeed, the function of time P(t), is the parameter of N, C and R. These three functions interact
in multiplicative ways. As soon as one is null, the motivation for this player state is null.
For example, for a particular player state (P), a player can be demotivated when his good
performance is not recognized by the system. Poor reward (R ~ 0) results in poor motivation
even when the player believes in his own skills (C high) and his needs are significant (N high).
Another example: the player can believe in himself (C is high), and considers that a high
performance results in high reward (R high), but he is too well equipped or armed (N ~ 0). M is
then low.
III. Motivating Systems
Once the learning phase is achieved, the player is in expectation. He has new skills, a lot of good
will and a basic set of equipment to begin his career as a hero. From now on, the role of the
designer is to open up his universe and to guide in it the player step by step. He does this by
offering progressive challenges rewarded by new tools to help him to take up new challenges and
so on. The game designer creates the needs for the player; he organizes his wishes and provides
the challenges and rewards to satisfy him.
The game design must build the loop of player’s needs, and then answer them by a succession of
challenges/rewards. This structure inherent in a game is built around the principles of
progression, growth and accomplishment.
To create a challenge/reward cycle is relatively easy. The one most used is the D&D method
commonly known as “door, monster, treasure.” This system is functional but restrictive and
repetitive. It allows building solid bases but it remains tedious and wearisome in a short run. This
tool is raw but functional and if it does not allow subtle tuning, it is a motivating system.
Motivation on the Reward
The “reward system” is the fundamental base for all motivation management. The rule is that
every player’s effort must be rewarded. Even though the reward could take many forms, its role
is mainly to motivate.
In action-RPG titles such as Diablo or Guild Wars, the gameplay is built on the growth of the
character's strength. This is carried out by a system of experience and levels associated with a
system of equipment. To reach the next level the player has to cumulate enough points of
experience. By passing through a succession of challenges, he will obtain this experience as well
as the equipment needed for the next challenge.
Diablo's inventory system at work
The motivation loop is closed and the player runs from monster to monster to satisfy his thirst for
power. The needs N are big (equipment and levels) and expectations on reward R are big
(experience and treasures). Expectations on challenge C are proportional to the strength P of the
player. Since P continues to grow, N, R, and C follow the same evolution during the game.
Even though this system looks ideal and
scalable, it has its weaknesses. When the limit of
progression is reached, the game looses its
interest and the motivation disappears. If there is
no limit, the system does not offer any objectives
or references and thus the motivation is very
weak.
In the case of Everquest, the scarcity of rewards
that gave birth to a "camp system" exhausts the
players’ motivation until they are completely demotivated. The rule that every effort merits a
reward is no longer valid.
In the case of Diablo, the randomness of categories and reward characteristics increases the
motivation of players to replay in order to achieve the perfect item. The disadvantage is that the
player has no real reference of the ratio challenge / reward since one “unique” item can be the
reward for next to no challenge.
Motivation on the Needs
The core of the game play in RTS is generally the source of the motivation. In StarCraft, the
entire game mechanic is based on resource acquisition and control. The player starts the game
close to sites with just enough minerals and gas to be able to begin the development of his base
and his troops.
In this case P is at its minimum (the player is weak) and N is big (need for development).
Challenge expectation C is small but greater than his power P (defend his development). Reward
expectation R is big (to obtain a complete base and an army to fight) hence the motivation M is
significant at the beginning of the game.
Thereafter, once his resources are exhausted, the player will have to find some new ones to
exploit. N is still big, C depends on the strength achieved by the player P (battle for the control
of new sites), and R remains big (possibility to upgrade units and to construct new ones).
In general, RTS games are based on construction mechanics that require resources. This
mechanic is constantly motivating because troops and buildings will be destroyed during battles,
and as a result new resources will be needed. The needs N are still significant, P changes with
battles, C depends on P, and R is linked to needs N. The motivation loop is well established and
exists until there are no resources left.
However, the strong point of this system is also its weak point. The game is decided once a
player does not have access to resources any more; however, waiting for the game to be over can
take a long time. The motivation loop is broken since it is impossible to access resources. Thus,
there is no reason for the player to continue; he quits the game leaving the winner frustrated to
have won by the retirement of his opponent.
Blizzard's popular sci-fi themed RTS Starcraft
Some RTS titles like Age of Empires tried to propose solutions to keep the motivation going by
either creating other resources that would be easier to access (food and farms) or by creating a
possibility to obtain resources by other means (trade, reinforcements). In other RTS title, such as
Total Annihilation, M.A.X, and Company of Heroes, resources cannot be exhausted and both the
motivation and the gameplay are based on the number of sites to control and on time
optimization.
Motivation on the Challenge
In fighting games and sports games, the motivation is related to the challenge. The player state P
follows the learning curve which represents the level of player’s skills. The induced need N is
then a need for knowledge and excellence. It is the need to dominate all aspects of the game and
to master all controls in order to face successive challenges C (beat the adversary). The reward R
is the victory in each challenge which proofs the skills and which brings the player closer to the
final victory.
The motivation loop is an ascending spiral that results in the player’s progress and in his skill
affirmation. Yet, a simple victory is not a sufficient reward to keep in a long run the motivation.
Namco's PlayStation 2 3D fighter Soul Calibur III
Games like Soul Calibur or Need for Speed suggest unlocking the options according to the
performance or to the accumulation of points (new characters, new arenas, looks, etc.). It is a
parallel system of motivation that is linked to the game mechanics while preparing the multi
player.
Motivation on the Player State
In general, shoot'em up and beat'em up style games are based on the player state P. The player’s
characteristics (character, ship, etc.) are upgradeable but are not permanent. Everything the
player can acquire is temporary. He can lose his bonuses at the end of the level or when he dies.
The player’s objective is to keep his strength as high and as long as possible to defeat the final
boss.
The need N of the player is high, and he has to increase his strength P through bonuses and
upgrades. Challenge expectation C is directly linked to P: weak when the player has no upgrade
and strong when he acquires enough bonuses. The reward R is represented by a consequent
increase of fire power and hence by the decrease of the difficulty.
Since the difficulty is here independent from the player state P, the motivation of the player
decreases with his strength to finally disappear when the difficulty rises too high. We quickly
reach a selection between the strongest and the most perseverant players that progress and the
others that give up.
There exists some efforts in these types of games to make them more accessible, including
permanent bonuses, adaptation of the difficulty level, and the possibility to win without
upgrades. For now, however, core gamers remain the main target of these kinds of games.
Mixed Motivation
Most games build their motivation on the four PNCR functions. Because these functions are
interdependent, to succeed in an efficient management of motivation one has to balance the four
parameters. It is a question of tweaking and tuning to achieve the desired game experience.
id Software's first person shooter Quake IV features mixed motivation
For example, online first person shooters like Quake or Unreal Tournament have a mixed
motivation that is based at the same time on the challenge C (tournaments Game play), the need
N (arms/ armor/ ammunition/ health), the player state P (bonuses and temporary boosts), and the
reward R (score and the victory).
In the context of tournament and competition experience, even if the main motivation is the
victory, the balance among the four functions is essential.
IV. PNRC Applications
Expectations
To achieve motivating game systems, we need to take into consideration every PNRC variable
and to ensure the follow-up of the motivation for each challenge. We can conceive the game
structure as a succession of iterations of challenges along the difficulty curve. Each iteration is
linked from the previous to the next one by the player state P.
The player state allows retrieving necessary information for the adjustment of the "challenge"
and of the "reward," the reward responding to the "needs" created by the game design. The
objective is to increase or at least to maintain the motivation of the player during his progression.
The motivation will change from iteration to iteration, and it will increase or decrease, according
to adequacy of the game compared to player’s expectations. To keep the player motivated, the
reality of the game system (S) must be equivalent to the expectation (E) of the player.
If at the beginning of each iteration of challenge, the player starts with motivation Mprev, let’s
then call Mnext the motivation at the end of the iteration:
There is: S <> E (Equivalency)
N and P are constants at the considered time:
S = (RS*CS) E = (RE*CE) (Definition)
And: CS <> RS > N (Conditions)
S is the motivating factor from the system parameters and E is the player’s expectations. P
(player state) represents the player’s strength at the given time, N his needs:
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The motivating value of the system has to be equivalent to player’s expectation.The
challenge has to be proportional to the reward and, if possible, slightly superior to
player’s capacities.The reward has to fulfill player’s needs and has to give him a bonus
that is relative to the difficulty of the challenge.
The challenge has to be proportional to the reward and, if possible, slightly superior to
player’s capacities.
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The reward has to fulfill player’s needs and has to give him a bonus that is relative to the
difficulty of the challenge.
The resulting player's motivation, Mnext, is then the initial motivation, Mprev, affected by the ratio of
system and expectation:
Mnext = (S/E)*Mprev
Note: if the ratio of S/E is constant during the whole game then the motivation is a geometric
progression: un+1 = q un
For example, if a player can have no expectation on needs, N = small, but he can have a big expectations
of challenge, CE = large. If CS <> CE, even if his needs are fulfilled, the system still has to take into
account his performance (RS > RE > N), otherwise S is smaller than E and the motivation Mnext
decreases.
Score System, Key system, and Multi-Choice
Here are 3 examples of the management of the motivation commonly used that will well
illustrate the PNRC mechanic and its advantages.
Score system:
The score system is a good way of how to manage the motivation. It is an integral part of a
reward system, which allows both rewarding and confirming the success of the player (R). This
goes from encouragement to applause, from score bonuses to experience points.
The player is rewarded by points and/or by ranking. The score determines the progression, and
the bonus rewards the performance. The player creates a logical system where the game universe
is organized and structured in form of point values. The difficulty of the challenge is measured
by the number of points it brings and vice-versa. The player is then pushed to bigger and bigger
challenges (C) in order to gain more points.
The experience points follow the same principles with the difference that the score is integrated
into the game system. The progression takes the form of levels and associated talents (N).
Another motivating aspect of the experience system is the resulting ranking compared to other
players and compared to the world. The problem with this system is the limit of the progression
(maximum level), once this limit is reached it sounds the death knell for the motivation.
Here, the motivation is related to the progression and the performance. The score is thus an
efficient tool of the system to recognize player’s efforts and to follow his evolution (P).
Key system:
The system is an additional layer of the challenge/reward mechanic. Challenges (C) are trials
where in order to progress the player must first successfully finish previous trials. The principle
is that the player is in front of a locked door and he needs a key to open it. In order to succeed in
this challenge he needs first to find this key (N) which, however, is a reward (R) in a different
challenge. The key then becomes both the need and the reward and thus increases the motivation
to gain it.
Multi-choice:
Giving a choice to the player increases the possibilities of both the game and gameplay.
Motivating is also used to increase the player’s chances to find what he is looking for (N). Being
able to apprehend the challenge before the confrontation is an enormous advantage. The fact that
the player can prepare himself for the confrontation (C) is in itself a very motivating element.
Also, having even a partial knowledge of the reward before the challenge is quite interesting.
The player can avoid the frustration of discovering a non satisfying reward or he can strive to
gain a reward (R) that motivates him.
I am talking about positive motivation that pushes the player forward to a feeling of
accomplishment. However, there are opposite motivations based on negative characteristics as
well, such as addiction, alienation, anger, frustration, etc. It can be interesting to exploit these
feelings sometimes, for deeper needs, but to build a complete system based on this would be
destructive. At the end, the player would be left feeling bitter and would be repelled by the game.
With score system, key system and multi-choice, the motivation loop is a loop of positive
reinforcement that feeds itself. The player is immersed in the game and pushed forward. He will
live through a motivating experience.
V. A Little Further
Inspired by the theory of processes and adapted to video games, the system PCNR that I propose
is a simple and satisfying tool to manage players’ motivation. We could extend it to more
variables but with the risk of increasing the complexity.
In this article I presented only the mechanisms of the motivation within the process frameworks
that lead to it. There are several points that were not discussed, such as evolution of the needs
and their hierarchy, as well as the future needs that the player is yet not aware of, which are also
added to the motivation loop. Also, we cannot forget motivations issued from the context and the
story as they are non-negligible ingredients of the motivation.
Finally, communities and groups bring additional dimensions to the player’s motivation. The
multiplayer and the massive multiplayer game types have specific constraints that should be
taken into consideration. Some aspects of motivation depend on the relations with other players,
on types of players, and their specific needs.
I will focus on all these points in my next article where I will explore in more detail how to
respond to a universe much more complex that it appears to be.
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