This Psychological Trick Makes Rewards Backfire
Summary
TLDRThis video explores how game design can be influenced by motivation theory, specifically extrinsic and intrinsic motivation. It examines how rewards and goals, often used to encourage players, can sometimes have negative effects on motivation and creativity. Through stories from games like Don't Starve, Outer Wilds, and Mini Metro, it shows how extrinsic rewards can make players less interested in the game itself, while intrinsic motivation, driven by curiosity or personal growth, leads to more engaging and lasting play. The video emphasizes the importance of carefully implementing goals and rewards to avoid stifling player creativity.
Takeaways
- ๐ Extrinsic rewards can undermine intrinsic motivation, making activities less enjoyable over time.
- ๐ Klei's initial use of quests in 'Don't Starve' showed how explicit goals could restrict players' creativity and make them focus on completing tasks rather than enjoying the game.
- ๐ Players may optimize gameplay in dull ways when they focus solely on quests and rewards, leading to decreased motivation once the rewards are gone.
- ๐ Personal and social goals can be more effective motivators than external rewards or arbitrary thresholds, as seen in games like 'Exapunks' and 'Shenzhen I/O'.
- ๐ Some games, like 'Outer Wilds', are designed with little to no explicit goals to foster intrinsic motivation, encouraging exploration and curiosity.
- ๐ Games like 'Mini Metro' avoid goal-reward structures to focus on personal growth and skill improvement, creating a lasting sense of progression.
- ๐ The overjustification effect occurs when extrinsic rewards diminish a person's intrinsic interest in an activity, as demonstrated by a 1970s study with children drawing.
- ๐ Intrinsic motivation, such as the enjoyment of a hobby, tends to last longer than extrinsic motivation, like working for a paycheck.
- ๐ In game design, goals should be large and open-ended, allowing players to complete them in their own way rather than following restrictive step-by-step instructions.
- ๐ Surprise rewards, if reasonably low in value and tied to the action, can enhance motivation without triggering the overjustification effect, as shown by games like 'Overwatch' and 'Breath of the Wild'.
Q & A
What was the main finding of the 1970s experiment with children drawing pictures?
-The main finding was that children who were promised a reward for drawing showed less interest in drawing afterward, and their drawings were of lower quality. This phenomenon is known as the overjustification effect.
How does the overjustification effect relate to game design?
-The overjustification effect suggests that when extrinsic rewards are attached to tasks that people are already intrinsically motivated to do, it can reduce their interest and creativity. In game design, adding excessive goals or rewards can limit player exploration and creativity.
What was the initial problem Klei faced during the development of 'Don't Starve'?
-The initial problem was that testers had no idea how to play the game and quickly became stuck. The game was too difficult to understand without guidance.
How did Klei solve the onboarding problem in 'Don't Starve'?
-Klei initially used small tutorial-like quests to help players get started, but eventually removed them when they realized that players were focusing too much on completing quests rather than exploring and experimenting. They replaced the quests with subtle UI hints, allowing players to discover the game at their own pace.
Why did Klei's quests in 'Don't Starve' become a disaster?
-The quests led players to focus on completing tasks rather than exploring the game world freely. This created a more rigid playstyle, making the game less enjoyable as players avoided risks and lost motivation once the quests ended.
What development choice did the creators of 'Outer Wilds' make regarding goals?
-The creators of 'Outer Wilds' deliberately avoided giving players explicit goals about where to go or what to achieve. This approach encouraged players to explore the game world out of curiosity, rather than following structured objectives.
What did Zach Barth, creator of 'Exapunks' and 'Shenzhen I/O', think about Steam achievements?
-Zach Barth initially included achievements in his games but later removed them. He explained that the existing reward systems in his games, such as personal scores and leaderboards, were more meaningful and offered a better motivational experience than arbitrary achievements.
How did the developers of 'Mini Metro' approach goals and rewards?
-The developers of 'Mini Metro' avoided using goal and reward structures that could turn the game into a means to an end. They focused instead on personal growth and high scores, emphasizing player skill improvement without restricting gameplay through strict objectives.
How does intrinsic motivation differ from extrinsic motivation in game design?
-Intrinsic motivation comes from within the player, driven by enjoyment or personal meaning, while extrinsic motivation is driven by external rewards. Intrinsic motivation is more powerful and lasting, which is why games that focus on exploration and creativity often succeed without needing external rewards.
What type of reward can motivate players without triggering the overjustification effect?
-Unexpected, low-value rewards that feel tied to a player's actions, like Overwatchโs 'Play of the Game' or hidden bonuses in games like 'Breath of the Wild,' can motivate players without diminishing intrinsic motivation.
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