XiaNaphryz
LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
One of the more interesting lectures from this past year's GDC. At the bottom he embeds the powerpoint presentation synced with the lecture audio, so it's pretty much what you would've seen and heard at the actual presentation. Do note it's a long one (69+ minutes)!
http://chrishecker.com/Achievements_Considered_Harmful
http://chrishecker.com/Achievements_Considered_Harmful
I waded into the debate on game achievements with my lecture at the 2010 Game Developers Conference entitled Achievements Considered Harmful?, with a strong emphasis on the "?". Since the game industry seems to be careening head first into a future of larding points and medals and cute titles on players for just starting up a video game, I wanted to raise awareness of the large body of research studying the impact on motivation from various types of rewards. Trying to be "fair and balanced", I delved into what the data show and what they don't show.
Sadly, there is a contentious debate amongst psychologists about how rewards affect motivation, and I spend a bunch of time in the talk discussing this debate. Psychology is at the soft end of science, to put it mildly, and so it's easy for peopleincluding academicsto have an agenda or opinion and interpret the data in a way that backs up that agenda or opinion. This is human nature, of course, and confirmation bias is everywhere in life, but reading some of the papers reminds me more of a schoolyard yelling contest than of peer reviewed research.
To hack my way out of the thicket, I focused on the two results that both sides seem to begrudgingly agree are true.
For interesting tasks,
1. Tangible, expected, contingent rewards reduce free-choice intrinsic motivation, and
2. Verbal, unexpected, informational feedback, increases free-choice and self-reported intrinsic motivation.
I define all these terms in the slides below, and I'll fill out this page more as time goes on.
Towards the end of the talk, I outline a potential Nightmare Scenario based on all the implications of the research going the wrong way for games:
1. make an intrinsically interesting game, congratulations!
2. use extrinsic motivators to make your game better
3. destroy intrinsic motivation to play your game
4. metrics fetishism pushes you towards designs where extrinsic motivation works
5. BONUS: women lose even more intrinsic motivation than men do given extrinsic motivation!
Who knows whether things will actually go this way, but it seems clear to me that the potential is there, and so we should look into this more instead of blindly moving forward.
In the talk I also address a bunch of the Common Buts:
* Players like them!
* Our data shows they work!
* We make lots of money!
* Just ignore them if you don't like them!
* They show players different ways of playing!
I go through each of these in turn, trying to address the core of the point.
Finally, I talk a bit about how to Minimize the Damage, if you're forced to have achievements and rewards in your games. As you may know, I'm working on an indie spy game called SpyParty, and since some platform holders currently require you to give away achievements to pass certification, I gathered a list of ways of implementing rewards so they do less harm:
* Dont make a big fuss about them.
* Use unexpected rewards.
* Use absolute, not relative measures.
* Use endogenous rewards.
* Make them informational, not controlling.
Again, the data shows even following this advice reduces intrinsic motivation, but it's at least something you can do. I talk about this in more detail in the slides below.