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How to Keep Players Engaged (Without Being Evil)

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Game Maker's Toolkit10:46Open on YouTube
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The bottom line

Games keep players engaged without manipulation by varying their pace, teasing new things, giving long-term goals, and offering the right challenge. Knowing these levers explains why some games hold us to the end and others, like Doom, lose us.

Key takeaways

  • Engagement is different from addiction, and it comes from fun design rather than psychological tricks. 0:26
    • Skinner boxes, daily rewards, resource decay and loss aversion are the tricks left out.
  • Good pacing swaps gameplay types and intensity before the player gets bored or worn out. 1:08
    • Uncharted 2 moves between combat, climbing, puzzles and calm village sections, so intensity keeps rising and falling.
    • Too much calm bores the player, and too much intensity exhausts or numbs them.
  • Novelty and teased mystery make players want to see what comes next. 3:11
    • The Witness's impossible door and Dark Souls' Sen's Fortress gate pull players forward.
    • Teasing builds excitement before the new content arrives, so it stretches the gap between drops.
  • Long-term goals sustain play when they come with short-term goals, growth and a fantasy of the payoff. 5:36
    • Stardew Valley turns a messy plot into a rich farm through milestones, planning and exponential growth.
    • Optimising a system, like Factorio machines that run themselves, is a strong pull of its own.
  • A compelling challenge keeps players going when it sits between boring and stressful. 8:18
    • Failure works in games like Spelunky when runs are short, progress is felt and each session differs.
    • Challenges can test problem solving, spatial awareness or decisions, not only reflexes.

As good as Doom is, the pacing is way off with long stretches of high intensity combat that gets pretty exhausting, and there's just not as much novelty as, say, Titanfall 2.

Mark Brown

Chapter summaries

0:00 Intro

Games can hold a player's interest through fun design alone, and some games fail at it even when the player loves them.

  • Losing interest in a great game shows that engagement is a design problem. 0:01
    • Doom has some of the best shooter combat in years, yet the player drifted away before the end.
    • Games he likes less kept him utterly rapt until the very end.
    • The question is what a game can do to keep its players engaged, which is the topic of the whole video.
    • Responsible designers should not craft games that players cannot stop playing.

1:07 Pacing

Uncharted 2 rises and falls in intensity
Switching pillars and intensity before boredom or exhaustion sets in made the game hard to put down.

Pacing keeps a game fresh by switching what you do and how intense it feels.

  • Swapping gameplay pillars means boredom with one activity never lasts. 1:19
    • Uncharted mixes combat, climbing, puzzles, set-pieces and cutscenes.
    • Naughty Dog never lingers on one pillar for long.
    • Open world games are harder to pace this way, but a wide choice of activities lets players change their own fun.
  • Intensity must rise and fall to avoid boredom on one side and exhaustion on the other. 1:51
    • A puzzle is much calmer than a frenzied firefight.
    • Uncharted 2 runs from a city firefight to a train fight and a cinematic peak, then drops to the calm Tibetan village before the siege.
    • Mark Brown found Uncharted 2 almost impossible to put down.

3:11 Novelty

Introducing new ideas often keeps players curious about what comes next.

  • Fresh areas, mechanics and enemies keep players wanting the next level. 3:12
    • Mario games are mostly platforming, yet you never know what the next stage holds.
    • Novelty works even without variety in gameplay types, because each stage offers a new way to play.

3:44 Anticipation

Teasing new content stretches the gap between drops
Drop onlyTease, then drop
Excitement startsWhen content arrivesBefore content arrives
Motivation lastsBurns out quicklyBuilds, then pays off
Next drop neededSoon afterMuch later
ExampleNew stage appearsWitness door, Sen's gate
An unsolvable door or an impassable barrier builds excitement before the reward exists.

Teasing what is coming makes players excited before the new content arrives.

  • An unreachable mystery pulls players forward. 3:55
    • Hollow Knight promises new powers without naming them, and shows barriers you cannot pass yet.
    • The Witness's door has a puzzle you cannot solve with what you know, so it sticks in your head.
    • Sen's Fortress in Dark Souls makes you want to see behind its giant door.
  • Teasing stretches the time between new content drops. 4:45
    • Each drop motivates only briefly, so the next is needed soon.
    • Excitement built before the drop lengthens the gap, which is economical.
  • Narrative mystery is the most obvious tease, yet few games do it well. 5:05
    • Firewatch keeps you going until you learn how its thriller ends.
    • Traditional media uses cliffhangers and unanswered questions to hold viewers through the adverts.

5:36 Goals

A long-term goal keeps players going for weeks when short-term goals and planning support it.

  • Stardew Valley shows how a long-term goal carries repetitive play. 5:57
    • A messy patch of land with no money becomes a farm that makes loads of cash.
    • Small rewards like the community centre and new buildings give something to aim at on the way.
    • Level caps and maps full of collectibles can keep a player in for weeks.
    • Planning crops, animals, seasons and romantic partners makes the player choose, not trudge.

6:58 Positive Feedback Loops

Each loop of earning and spending makes the next bigger
In Stardew Valley and Monster Hunter, what you gain goes straight back into gaining faster, so progress speeds up.

Growth that feeds on itself is thrilling and drives many engaging games.

  • Exponential growth makes progress accelerate. 7:00
    • Money buys seeds and tools, which make more money.
    • Monster Hunter works the same way: loot monsters, then upgrade your character.
    • This loop is at the heart of many engaging games.

7:19 Optimising Systems

Building a system that runs itself is a potent pull.

  • Automating the grind is satisfying in itself. 7:24
    • Stardew Valley players swap hand watering for sprinklers.
    • Factorio players replace manual digging with machines.
    • Early machines need fuel, but later ones run on natural resources that don't run out.
    • Brown jokes it may appeal to programmers, yet the desire is very strong.

7:56 Fantasising about the Future

Imagining the payoff makes the steps toward it feel worth taking.

  • Players look forward to the day they reach their goal. 8:01
    • A skill tree is not just ticking boxes, but picturing the day all skills are unlocked.
    • That day means easily beating what was difficult at the start.
    • The player is motivated by the fantasy, not only by the task.

8:18 Compelling Challenge

Engagement lives between too easy and too hard
Resident Evil 4 adjusts difficulty on the fly to keep players in the band, while most games must tune their curve through playtesting.

Challenge motivates when difficulty is tuned to flow and failure feels worth repeating.

  • Flow needs difficulty that is neither boring nor stressful. 8:35
    • Resident Evil 4 uses dynamic difficulty to hold players in that sweet spot.
    • Most games need a finely tuned, fiercely play-tested difficulty curve instead.
    • The challenge should test mastery in varied and interesting situations.
  • Failure keeps players coming back when it is short, shows improvement and varies. 9:00
    • Tetris and Spelunky are full of failure, yet people return.
    • Random generation often makes the next session markedly different.
    • Challenges can target problem solving, spatial awareness or decision making.

9:36 Conclusion

Different levers hook different players, so each person's favourite games reveal what works on them.

  • Novelty teased by mystery and anticipation works best on Brown. 9:42
    • Dark Souls, Metroid and The Witness are impossible for him to put down.
    • Doom's long high-intensity stretches and lower novelty than Titanfall 2 explain why he drifted away.
    • Other players may want competition with real people or rewards to show off.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Explains how designers can keep players engaged without manipulative tricks, using pacing, novelty, anticipation, long-term goals and well-tuned challenge. The worth-watching example is Uncharted 2's calm-to-intense pacing, set against Doom's long, exhausting stretches of high intensity combat.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript167 lines
Intro 0:00
0:01

I never finished Doom. And I love Doom! It’s amazing. It’s got some of the best shooter combat in years. But I just lost interest at a certain point and never ended up finishing it. Whereas other games, games I don’t even like as much as Doom, have kept me utterly rapt until the very end. And this has left me wondering about how games can do better to keep their players engaged. That’s the word i want to use here, by the way.

0:29

I’m talking about engaging games, not addictive games - which I don’t think responsible designers should be trying to craft. So I’m not interested in games that are designed in such a way that players can’t stop themselves, and I won’t be talking about games that use psychological tricks like skinner boxes, daily rewards, resource decay, loss aversion, and the like. This isn’t that video. Instead, I want to talk about fun things that games can do to make you want to keep playing - but without completely hijacking your brain.

0:59

So this is Game Maker’s Toolkit, I’m Mark Brown, and here’s how to keep players engaged (without being evil about it).

Pacing 1:07
1:08

A crucial factor is pacing, which describes the rhythm of the gameplay you’ll be experiencing and is paramount to making sure a game doesn’t become boring or repetitive. So if we take a game like Uncharted we’ll see that it has lots of different types of gameplay, which are often called pillars. That includes combat, climbing, puzzles, cinematic set-pieces, and even non-interactive stuff like cutscenes. What you’ll notice is that Naughty Dog swaps between these pillars constantly, never lingering on one type of gameplay for too long.

1:42

And what that means is as soon as you start to get bored of, say, shooting enemies, the game will switch to something else entirely, and hopefully regain your attention. But you can also consider the intensity of each pillar, as a puzzle is often much calmer than a frenzied firefight. And it’s important to move fluidly between different intensities, as spending too long on calm gameplay can obviously be boring - but, at the same time, trying to keep the game at max intensity for too long will lead to exhaustion or desensitisation.

2:14

So Naughty Dog modulates these moods carefully. Look at how we go from calm puzzle solving and climbing, to an intense firefight through the city. Then a slightly calmer exploration of the train yard, followed by rising intensity as you fight your way along a train, leading to a very intense cinematic moment. But that all leads to the calmest section of the entire game as you recover in the Tibetan village and explore a puzzle-filled mountain with Tenzin, before it all kicks off again with an intense siege back at the village.

2:47

Uncharted 2 has some of the best pacing I’ve ever seen in a game, and personally I found it almost impossible to put the game down when I first played it. Now, of course, this sort of cinematic pacing is a lot easier in a tightly controlled, linear experience, than an open world game where the player can do whatever they want. But making sure the player has lots of different types of activities they can do, so they can modulate their own fun if they get bored, will certainly help.

Novelty 3:11
3:12

Pacing is not just about how well the developer juggles its gameplay pillars, but also how often it introduces entirely new ideas - whether that’s areas, mechanics, enemy types, and so on. The Mario games are wonderful at this, as you never know what to expect from stage to stage. So even though there’s not such a diversity in types of gameplay - it’s mostly just platforming - by consistently introducing novel new ways to play, the game really keeps players engaged and keen to see what’s in the next level.

Anticipation 3:44
3:44

Novelty can work even better when paired with mystery, anticipation, and foreshadowing, which is when you tease a player about something new coming up so they just can’t stop playing until they see what it is. Take a game like The Witness, where you come out of the starting area and, if you’re like most players, you’ll quickly stumble upon this door which features a puzzle that is essentially impossible to solve with your current knowledge.

4:07

It really sticks in your head, though, and you’ll need to know what’s behind that door. This sort of stuff can keep you playing for ages. Remember when you saw Sen’s Fortress in Dark Souls, and just knew you had to see what was behind that giant door? The mystery of what’s around the next corner is one key reason that makes the Souls games so damn hard to put down. Metroidvania games do this well, also, as a game like Hollow Knight quickly establishes that you will be getting interesting new powers, but it doesn’t tell you what they are.

4:37

It just teases you with things in the environment that you can’t bypass yet, leaving you to anticipate what cool new ability you’ll be getting next. The thing about giving players new stuff is that each drop is an exciting motivation to stay engaged, but this burns out rather quickly and the player needs another one soon after. But if you tease the player, you can get them excited before you’ve even dropped the new content, which increases the amount of time you can go before dropping new stuff.

5:03

It’s economical! Perhaps the most obvious place for mystery, though, is the narrative. Traditional media uses cliff hangers and unanswered questions to keep you turning the page or watching after the adverts, but it's surprising how few games really nail this. But every now and again I’ll play something like Firewatch, which is a game about a man who works at a fire lookout tower and gets embroiled in a thriller that will keep you going until you find out exactly how it ends.

5:31

And yes, the ending is satisfying. You just didn’t get it.

Goals 5:36
5:36

Now, one of the most compelling things a game can do is let you make progress towards a long-term goal. Give someone a level cap they can work towards, or a map full of collectibles they can find, and they can be stuck in for weeks. But let’s dig a bit deeper into that. So a game that does this really well is the charming farming sim Stardew Valley which comes with an implicit long-term goal - you start with a messy patch of land and no money, but in time you’ll have transformed the land into an incredible farm that makes you loads of cash.

6:08

And it’s that dream that can sustain many hours of toil, hard work, and, to be honest, kinda repetitive gameplay. So why does it keep us going? Well, I think it’s cool that you can make your farm however you like. You get to express yourself, set your own goals, and build something you are really proud of. The game has lots of short term goals to keep you going. Smaller rewards like the community centre and important milestones like adding buildings or improving your house give you something immediate to shoot for on the way towards the longer term ambition.

6:41

There’s also a huge element of planning, as you must think long term about decisions when it comes to different crops and animals, seasons, romantic partners, and so on. You’re not just trudging mindlessly towards the goal, but making strategic choices to help you get there faster.

Positive Feedback Loops 6:58
6:57

There’s also the thrill of exponential growth. In the game you’ll make a bit of money, so you can buy more seeds and better tools. This lets you make more money, to buy even more stuff, so you can go on to make loads of money. This positive feedback loop is at the heart of lots of engaging games, such as looting monsters and upgrading your character in Monster Hunter.

Optimising Systems 7:19
7:19

There’s also something really fun about optimising the system in Stardew Valley. You start out by watering every crop by hand, but eventually you’ll come to have sprinklers that do the hard work for you. A game that does this sort of thing wonderfully is Factorio, which tasks you with building factories. You start out by digging up resources manually, but eventually create machines to do it for you. And while those machines initially need to be fed fuel, you’ll eventually have them powered by natural resources that don’t run out.

7:49

Maybe its just a thing that appeals to programmers, but the desire to create an optimised system that works on its own is very potent.

Fantasising about the Future 7:56
7:57

One final reason we like long term goals is that players can fantasise about what it will be like when they finally reach that point. An example is a skill tree in a game, where the player isn’t just ticking off these skills because it’s something to do - but because they’re looking forward to the day when they can use all of these skills, to absolutely wreck shop and make light work of stuff they found difficult at the beginning.

Compelling Challenge 8:18
8:18

Oh, and speaking of difficulty: Another huge motivator is a compelling challenge. A game that is constantly pushing you to show your mastery of the game, in varied and interesting situations, can really keep you going. This requires pitch-perfect difficulty, though. As we talked about in the Resident Evil 4 episode, players only get into an engaging flow state when they meet a challenge that isn’t so easy as to be boring, but isn’t so difficult as to be stressful.

8:46

Resident Evil uses dynamic difficulty to keep players in that sweet spot, but for most games, a finely tuned and fiercely play-tested difficulty curve is the way to go. Remember, though, that failure isn’t a bad thing. Some of the most engaging games like Tetris and Spelunky are filled with failure, but people will keep coming back if the runs are relatively short, if they feel a sense of getting better each time, and if they know the next session will be markedly different from the one before - often due to random generation of some kind.

9:17

Also, note that there are different ways to challenge a player, so its not always about having a constant stream of reflex and skill checks. Consider challenging a player’s problem solving skills, or spatial awareness, or decision making for a mental stimulation to balance out the more physical challenges. So, those are the factors that I’ve found really work on me, and can help explain why

Conclusion 9:36
9:40

I’ve found certain games irresistible. For me, nothing gets me going quite like a game filled with novel experiences, that are teased through mystery and anticipation. Games like Dark Souls and Metroid and The Witness are impossible for me to put down. But it also helps me understand also why I didn’t stick with other games. As good as Doom is, the pacing is way off with long stretches of high intensity combat that gets pretty exhausting, and there's just not as much novelty as, say, Titanfall 2.

10:11

But different things will work for different players. Maybe you need competition with other real-life gamers or rewards you can show off to other people. I dunno, I don’t know you. So in the comments below, think about the last game that you found totally engrossing and tell me why you think you just couldn’t put it down. Thanks for watching! One of my goals with GMTK is to get you thinking about why you like the games you like, and hopefully I’ve given you some food for thought here.

10:39

As always, this show is only possible thanks to my incredible Patreon backers. Go team!