The bottom line
Expected goals and rewards weaken the motivation of players who already enjoy a game for its own sake. Designers should favour open, optional goals, personal-best metrics and surprise rewards instead.
Key takeaways
- Motivation that comes from within is stronger and lasts longer than motivation from rewards. 6:22
- People can enjoy a hobby for a lifetime, while motivation from rewards lasts only as long as the rewards are there.
- Promising a reward for something people already enjoy makes them lose interest in it. 6:40
- Children promised a reward for drawing showed much less interest in drawing in the following weeks, and their pictures were of lower quality.
- Other studies link rewards to less creativity, worse problem solving and more cheating.
- Explicit goals in exploratory games narrow how people play and leave them empty when the goals run out. 1:57
- In Don't Starve, players ignored everything but the quests, avoided risk, and lost motivation once the quests ended.
- In Mini Metro, some players feel they have finished the game once every city is unlocked.
- Goals that measure your own skill motivate better than fixed thresholds, because they never run out. 4:40
- Zach Barth dropped achievements and relies on scores, friend leaderboards and histograms comparing every player's solution.
- You can improve on a personal best forever, which partly explains why Tetris is still played after three decades.
- Open, optional goals and small surprise rewards keep players motivated without undermining their own drive. 9:36
- Children told to draw and rewarded by surprise afterwards drew the most. Such rewards work when they are unexpected, low in value and tied to the action.
- Some players need direction, so large overarching goals that can be completed any way you like suit them better than step-by-step instructions.
In structuring the game as a series of explicit tasks to be completed, we taught the player to depend upon those tasks to create meaning in the game.
Klei, developers of Don't Starve
Chapter summaries
0:00 Intro
Goals and rewards are a popular way to motivate players, but they can produce the opposite effect.
- Designers reach for goals and rewards to motivate players. 0:35
- Quests give experience points, and challenges unlock cosmetics.
- Xbox achievements are a goal and a reward in one package.
- Designers use them to teach a mechanic, push a feature or lengthen play.
- A 1970s experiment with children drawing pictures, split into rewarded and unrewarded groups, is set up here and answered later.
1:19 Case Study: Don't Starve
Explicit quests taught players to depend on them, so they played worse and lost purpose when the quests ended.
- Tutorial quests helped onboarding but wrecked play after that. 1:43
- Testers were stuck at first, then enjoyed experimenting once given hints.
- Quests like Survive this many nights taught the basics.
- Players treated everything outside the quests as a noisy distraction.
- Klei cut the quests and used UI hints, such as highlighting key craftable items.
- Explicit goals limit creativity in exploration games. 2:42
- The effect lingers even after the goals run out.
- Outer Wilds deliberately gave no explicit goals, so curiosity alone drives exploration.
- Players of Don't Starve optimised in boring ways to finish the current quest.
3:12 Case Study: Zachtronics Games
| Fixed achievement | Skill metrics | |
|---|---|---|
| Example | Beat assignment under 2200 cycles | Personal score, friend leaderboards, histograms |
| Who sets the goal | Designer | Player |
| Finish line | Yes: hit it and stop | None: improve forever |
| Feels | Arbitrary threshold | Meaningful comparison |
Zach Barth replaced achievements with open measures of skill, which motivate more strongly.
- Barth removed achievements because the game already rewards you better. 3:34
- Spacechem and Infinifactory had optimisation achievements.
- Later games like Exapunks and Shenzhen I/O dropped them.
- The Spacechem example was beating an assignment in under 2200 cycles.
- Barth calls a fixed threshold random next to meaningful metrics.
- Self-set goals beat goals set by others. 4:13
- Barth says a goal that you set yourself is way more powerful than a goal someone else sets for you.
- Players can compare their score, Steam friends and histograms of all solutions.
4:48 Case Study: Mini Metro
Even a game built around high scores shows that checklist goals can end play for some players.
- Mini Metro avoids goal and reward structures that become a means to an end. 4:53
- UI designer Jamie Churchman says unlockable cities only limit choice at the start.
- Some players unlock every city and feel finished.
- Goals are a checklist that can be completed.
- Some players rely on the game for purpose and direction, as in Don't Starve.
5:48 Extrinsic and Intrinsic Motivation
Rewards turn a task we enjoy into work, and we then enjoy it less.
- Extrinsic motivation is a job and intrinsic motivation is a hobby. 5:55
- Extrinsic: doing a task for reasons beyond it, usually pay.
- Intrinsic: doing it because it is enjoyable or meaningful.
- The test of extrinsic drive is whether anyone still works in your factory after the pay stops.
- This is one of the most popular models of motivation.
- Rewarding a task people already enjoy is called the overjustification effect. 7:11
- The children already liked drawing before the study began.
- Researchers kept watching them in class for a couple of weeks.
- The evidence for this effect is huge.
- Motivation can vanish once the rewards stop, even though people once did the task happily for its own sake.
7:39 Applying This to Game Design
Goals, meters and achievements can sap games built on self-directed play.
- Extrinsic systems hurt games built on exploration, creativity, expression and growth. 7:56
- In these games players set their own goals and expect no reward.
- Added goals, progression meters and achievements dent motivation.
- Players become blinkered to creative solutions.
- They are less motivated to improve themselves.
- Developers must keep feeding in new goals and rewards, or risk losing players.
8:20 Advantages of Goals
Some players need goals for structure, so goals should be added with care.
- Some players are lost without direction, so goals still have a place. 8:38
- A Minecraft super fan makes their own fun, but others have no idea where to start.
- Optional goals, like Hitman's challenges, or hidden ones, like Outer Wilds' achievements, keep the pressure off.
- On Her Story, one user wrote It's up to you to decide when you are satisfied with the information you have found.
- The author replied how do I decide when I am satisfied?
- Goals give play structure and progression, so they can stay if applied carefully.
9:31 Surprise Rewards
| Promised reward | No reward | Surprise reward | |
|---|---|---|---|
| Told beforehand | Yes | No reward at all | No |
| Got a reward | Yes | No | Yes |
| Drawing in following weeks | Much less | Baseline | Most, by a small margin |
| Picture quality | Lower | Normal | Not reported |
Unexpected rewards for good play encourage exploration instead of replacing it.
- Nintendo and Overwatch reward good play without promising anything. 10:09
- Overwatch's Play of the Game does nothing, but boosts the ego of the star player.
- In Odyssey, a cheeky cache of coins sits where only Mario's advanced moves reach.
- In Breath of the Wild, any suspicious nook could hold a Korok seed.
- The surprise group in the drawing study beat the unrewarded kids only by a small margin.
- Nintendo's Bill Trinen says designers don't tell you how to play their game in order to achieve some kind of mythical reward.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explicit goals and expected rewards can undermine the intrinsic motivation that exploration, creative and self-improvement games depend on, which is the overjustification effect. Klei's scrapped Don't Starve quests and Zach Barth's decision to drop achievements show how to use goals and rewards without wrecking the fun.
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