Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction. Scott Rigby www.immersyve.com. Five-year old “think tank” focusing on highly practical, research-driven models for developing sustained satisfaction in virtual worlds, simulations, and games - PowerPoint PPT Presentation
Slide 1Scott Rigby
Five-year old “think tank” focusing on highly practical,
research-driven models for developing sustained satisfaction in
virtual worlds, simulations, and games
Founding members integrate 15 years of interactive media
development experience with 30+ years of research in the field of
motivation and emotion.
www.immersyve.com
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Today’s Goals
Focus on the psychology of player that causes sustained engagement
rather than just momentary fun
Give you a conceptual take-away of a motivational model (“Player
Experience of Need Satisfaction (PENS)”) for understanding the
deeper satisfaction of games
More than a dozen studies – 12,000 gamers and counting
PENS is:
Published scientifically
Being used is video games studies around the U.S. and in several
countries internationally
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Review data showing PENS value in designing and measuring sustained
enjoyment/engagement (benefitting retention and growth)
Discuss specific examples (RPG structure) and take-away ideas for
design, development, and testing
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is too diffuse a concept…
It doesn’t pinpoint the unique psychological experience of games
(particularly MMO’s)
It isn’t precise enough to be of much value during design and
development
Critiquing “Fun”
Often people persist through non-fun things when playing
People play through tension, agony, competition, bladder
emergencies…
They are willing to work to play (study manuals, techniques)
They engage in socially complex systems and interpersonal
interactions
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For MMO developers, is “fun” the best conceptual framework?
The language of “fun” is strained to describe the detailed
psychology and motivation for games.
Fun may be the general goal, but development lives in
details…
Too strong a focus on “fun” without a good understanding of what it
really means to MMO players can lead us to sell ourselves short in
what we create and to make the wrong trade-offs during
development.
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Let’s focus on the causes, not the result
Fun is an outcome, therefore there must be more basic psychological
causes
If we focus on the causes of sustained enjoyment, there’s a better
chance of success (with players and commercially)
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Motivational model (PENS) is based in extensive research on human
emotion/motivation
Model is continuously tested in terms of its impact on player
enjoyment/engagement and commercial value.
Goal is for PENS to have both:
Creative Value
Business Value
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Momentary Fun & Emotional Reactions
Great Graphics
Why something motivates?
What’s more important and less important for achieving your
intended goal?
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Sustained fun and commercial success occur most strongly when
specific
intrinsic motivational needs
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What are intrinsic motivational needs?
Intrinsic motivation is when we do things for their inherent
satisfactions (e.g. games, sports)
Gamers play without external motivators and sometimes through
punishment (wife, parents, boss)
By focusing on defining and quantifying what is being satisfied, we
get a clear model of what drives that sustained engagement
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The PENS model includes three specific motivational needs that can
help inspire, organize/strategize, and test ideas
Competence – Need to successfully grow; to extend our abilities,
skills, and efficacy
Autonomy – Need to experience personal agency (volition, not
necessarily “freedom”), “opportunities for action” and choice
Relatedness – Need for meaningful connection to others, defined by
others support for our competence and autonomy
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PENS predictive value for games
This model has been tested with more than 12,000 gamers,
significantly predicting:
Customer value/enjoyment
Intention to buy sequels/expansions
PENS conceptual value for MMO’s
These PENS needs provide a new psychometric explanation for the
success of the RPG structure
Conceptually - The “hero” narrative is elegantly suited to the
satisfaction of all three intrinsic motivational needs
Structurally – Implemented well, the RPG architecture provides
ongoing support across PENS needs, both in moment-to-moment
gameplay and over the long term (e.g. character development)
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Need Satisfaction vs. “Fun”
In multiple longitudinal studies with thousands of MMO players, we
look at
Experiential/Behavioral
Commercial
Fun/Enjoyment
PENS predicts sustained engagement over nine months. “Fun” does
not
This also supports the idea that
Need satisfaction (PENS) is explaining fun at a deeper level
Commercial Outcome
.41**
.01
.42**
.09
Regression Analysis
** means that statistically there is a greater than 99% chance PENS
is predicting these outcomes
Study 1: 800+ MMO players
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PENS and “Fun”
Longitudinal Study 2 – Studied 2100+ “days” so far in the lives of
MMO gamers
Looking at how play & “real life” experiences influence
sustained engagement with games (i.e. future sessions)
Experiencing need satisfaction during play (PENS) is significantly
related to re-engagement. “Fun” is not…
Experiencing need satisfaction is significantly related to longer
subscriptions (i.e. sustained engagement). “Fun” is not…
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Why is this the case?
Because the expression of fun is an emotional outcome, it can be
fleeting
Because fun is a less precise construct, it can be unclear what it
means in terms of long-term value to players
When instead we focus on specific need satisfactions that cause
sustained enjoyment we get clearer and more useful guidance in
designing and vetting ideas
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(Gameplay & Character Development)
Examples:
Competence need is satisfied by:
High success to failure ratio
The subjective experience of accomplishing what was intended
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Obituary
Azmodian the Terrible, wielder of the Twin Blades of Azeroth,
slayer of the 1000-fold Horde, died unexpectedly today by
inexplicably walking into a pot of molten iron. In lieu of
flowers…
It’s important to check whether that “feature” really just bugs
people
Intention
How often is the player’s intention successfully executed by the
game? (i.e. intention/action “hit rate”)
Mechanics are merely the “price of admission” to the actual
game
Action
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Optimal Challenges are important
“Optimal Challenge” is a well-worn principle in game development.
It is when challenges are well matched to abilities, stretching
people but not overwhelming them.
It occurs in the zone between…
Too easy – boring
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But there are problems with too much optimal challenge
Sustained challenge can lead to concentration and attention, but
also to not wanting to be there
Simply put, sustained challenge can be exhausting and demotivating
over time, even if in the moment it holds your attention and
interest
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Opportunities to express mastery are equally important satisfiers
of competence needs, and lead to sustained engagement
Experience of Challenge - Game builds the player’s skill through
optimal challenges that cause them to reach further than their
previous skill level
VS.
Experience of Mastery – Game eases off of the effort required by
the player to succeed, and instead let’s the player express mastery
and dominance
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Activity
Activity
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Conceptual – The “player-hero” is not just mastering
moment-to-moment challenges, but is integrating experience into
personal growth of character over time (lasting competence)
Structural –
Experience System: Deeper competence satisfactions because success
in the moment leads to long-term character growth
Equipment/Items: Player can continuously tweak ability, stats, etc
– building greater competence satisfaction
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Take Away Tips: Maximizing competence need satisfaction in MMO
gameplay
Don’t fixate on the idea of continual “optimal challenge”,
particularly in key battles (e.g. boss fights)
Provide consistently positive (but relevant) feedback during
gameplay (e.g. damage meters, combos, quest language, etc)
Ensure rewards/items are meaningful to competence, focusing on both
short (gameplay) and long-term (character development)
satisfactions.
Sustained enjoyment of your MMO is more a function of
Continued success rather than feeling continually stretched
Ability to express masteries that have been obtained (without too
much effort)
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Competence satisfactions are not enough for sustained
engagement
Competence satisfactions are what most developers know best (video
games began there…)
Games that satisfy competence alone, while enjoyable over a short
time frame, rarely hold the player’s attention
A more critical PENS need that MMO’s should strive to satisfy is
the player’s need for autonomy…
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Autonomy
Player: “I am the cause of my action, not the game design”
Feeling of authentic volition
Not feeling constrained by environment or features
As with all PENS needs, we look at how autonomy needs are satisfied
in gameplay and character development
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Autonomy in Gameplay
One major contributor to autonomy in gameplay is the degree to
which you maximize…
Opportunities for Action (OFA’s)
At any given moment…
Variety of objects (or NPCs, players) with which you can
interact
Variety of actions available (e.g. combat, social, crafting,
etc)
Interactive Opportunities X Possible Actions = OFA’s
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Opportunities for Action in immediate gameplay
Players experience greater autonomy when they perceive a “target
rich” environment (exploration, challenges) as well as multiple
modes of interaction
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Less variety of action
Great variety of actions
Better variety of action
Result is higher OFA’s and greater satisfaction of autonomy
needs
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OFA’s are not about expanse, but about perceived opportunity
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Smaller worlds with more saturation of OFA’s are perceived as
offering greater autonomy than larger “tumbleweed” worlds…
Hellooooo?
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Take Away Tips: Maximize autonomy by minimizing the “Wile E Coyote”
effect during world exploration
Avoid frustrating the player’s attempts to take action
Minimizing autonomy frustrations can be more important than
“realistic” sets in deepening immersion and satisfaction
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Activity
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Note the relationship between altruism and autonomy
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Autonomy satisfactions in the RPG
Conceptual – Heroes create their own path. They are always their
own internal compass, acting volitionally even when there is “no
choice”
Structural –
Equifinality (the end can be reached by many paths) (e.g.
stat/ability specs, equipment)
Open World design
Strong “Volitional Contexting”
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Other benefits of maximizing autonomy need satisfaction…
Autonomy need satisfaction has the strongest relationship of the
three PENS needs to sustained subscriptions
When players’ experience deeper levels of autonomy need
satisfaction, they feel a greater sense of immersion in the game
world AND in the narrative
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Humans are intrinsically motivated to connect with others
emotionally
Meaningful connections to “others” is broader than you might
think..
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Take Away Tip: Supportive NPCs
Relatedness needs are best satisfied by NPC’s when they support the
player’s autonomy and competence
This is best accomplished by “positive contextual feedback”
Hey! It’s the Hero of Kvatch! I can’t believe it! Wow!”
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Take Away Tip: Consider chilling out your NPC dialogue…
Dialogue and serious “attitude” from NPC’s can be demotivating
(diminishing feelings of competence and autonomy as well)
I haven’t got all day!
Don’t you have something better to do?
Can’t you see I’m busy!
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Competitive play is satisfying when…
There’s team play toward common goals (e.g. battleground play)
(enhance relatedness)
It provides information and feelings of effectance/competence (solo
PvP play)
Even losing/dying can be motivating when the game provides mastery
feedback (e.g. showing improvement over last time around,
etc)
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Competition can be demotivating when…
When it creates feelings of performance pressure and/or
incompetence (e.g. even shame)
It provides no useful information
NOOb!
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Take Away Tips: Some Design Questions when Maximizing
Relatedness
Do NPC characters offer support to the player’s experience of both
autonomy and competence?
Does Multiplayer offer opportunities for mutual support and
teamwork, even when it is competitive?
3. Does the outcome of multiplayer events give individual players
meaningful feedback that allows them to improve their mastery and
lead to feelings of greater effectance (individually and in
groups)?
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Activity
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= Satisfaction Probability > 99%
= Satisfaction Probability > 95%
= Satisfaction Probability > 90%
Relatedness satisfactions in the RPG
Conceptual – Heroes always act in the interest of those who depend
on them. They are needed, even when they are not understood. They
may be lonely, but are always meaningfully connected to
others
It is actually Relatedness that distinguishes Heroes from
Villains
Structural
Quest narratives tie individual action to the benefit of
others
RPG MMO extends this further to the “band of brothers” with other
players
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Design
Applying a need satisfaction approach - Design Design
In design, shift your focus to intrinsic needs rather than simply
emotional outcomes
“How will my design vision satisfy my player’s needs?”
“What needs will this feature/content satisfy?”
vs.
“Do I think this will be fun?”
Remember that it isn’t an either/or proposition! Focusing on needs
simply gives you a more powerful way to create deeper fun and
long-lasting satisfaction
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Consider the motivational value of the hero in designing new
ideas
The hero is valued because psychologically the concept strongly
addresses all three need satisfactions (competence, autonomy,
relatedness)
There is nothing that ties these need satisfactions to swords and
sorcery per say – or even to the “rules” of RPG (e.g. levels)
By focusing on the needs themselves, rather than the proven
structures, we hope creativity will be facilitated
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Applying a need satisfaction approach - Development Execution
During execution, think about how well specific game elements are
supporting player’s needs for competence, autonomy, and
relatedness
Examples
Does this zone consistently offer opportunities for action, or is
it too constricting/too expansive? Does my art imply actions that
cannot be taken?
Are my NPC’s offering contextual support for player’s autonomy and
competence?
Is combat offering positive performance feedback? Are challenges
balanced with the opportunity for expression of mastery
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Assists in understanding why players are enjoying/not enjoying
features and content
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During playtesting, ask about the satisfaction of competence,
autonomy, and relatedness rather than focusing primarily on
emotional outcomes (fun)
These needs can be meaningfully assessed alongside behavioral data
logging through Likert-style questions pushed to players during
playtesting and betas
Player behavioral data over time…
PENS Need Satisfaction Measures
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Summary
Thinking about need satisfaction during design and execution can
inspire more successful choices and ideas, and help you vet ideas
more accurately
Asking about need satisfaction specifically during your playtesting
will give you clearer and more predictive insight into maintaining
player interest than measuring emotional/behavioral outcomes
alone
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Additional Resources
Ryan, R., Rigby S., & Przybylski, A. (2006). “The Motivational
Pull of Video Games: A Self-Determination Theory Approach”.
Motivation and Emotion, Springer Science (reprints available from
Immersyve or at www.springer.com )
Rigby, S. (2007) “The Player Experience of Need Satisfaction
(PENS)”. Immersyve white paper (email
[email protected] , or
[email protected] for a .pdf)
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Thanks!