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This Psychological Trick Makes Rewards Backfire

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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

Tutorial quests taught the basics, then hollowed out play
Klei: 'we taught the player to depend upon those tasks to create meaning in the game.'

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

Goals you set yourself beat fixed achievement thresholds
Fixed achievementSkill metrics
ExampleBeat assignment under 2200 cyclesPersonal score, friend leaderboards, histograms
Who sets the goalDesignerPlayer
Finish lineYes: hit it and stopNone: improve forever
FeelsArbitrary thresholdMeaningful comparison
Zachtronics dropped achievements after Spacechem and Infinifactory because the score histograms already did the job better.

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

Expected rewards killed interest; surprise rewards slightly boosted it
Promised rewardNo rewardSurprise reward
Told beforehandYesNo reward at allNo
Got a rewardYesNoYes
Drawing in following weeksMuch lessBaselineMost, by a small margin
Picture qualityLowerNormalNot reported
Rewards help only when they are unexpected, low value and tied to how well you did, like Korok seeds or Play of the Game.

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.

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

Transcript177 lines
Intro 0:00
0:00

So in the 1970s, there was this experiment where a bunch of kids were told to draw some pictures. But before that, the children were split into groups. One group was told that that they would receive a reward at the end, while the second group had no reward. After the drawings were finished, the researchers continued to watch the kids in their classroom for a couple weeks - and the results were pretty interesting. And not just "the unanticipated arrival of a goat in the classroom".

0:28

*Goat bleat* But I'll come back to that - because I should explain what this has got to do with game design. Often in design, we want to motivate players. Perhaps motivate them to learn a new mechanic, or encourage them to use a specific feature, or just get them to play the game for longer. And a popular solution for this is the goal… and reward. Do this, get that. Like, quests that lead to experience points. Challenges that unlock cosmetics.

0:58

And those cheeky Xbox achievements which are both a goal and a reward in one tidy package. But I'm here to tell you that goals and rewards don't always work how you want them to. And, in fact, in this video I'm going to explain how they can even have the complete, opposite effect…

Case Study: Don't Starve 1:19
1:19

When Klei was making the initial prototype for its sandbox survival game Don't Starve, they quickly realised that testers had no idea how to play the game - and they instantly became stuck. So the testers were given a few hints - and once they got over the hump, they were able to experiment, explore, and started to have a lot of fun. In response, Klei decided to create a series of small, tutorial-like quests to help players get started.

1:44

Survive this many nights. Find this many items. That sort of thing. And it worked! But only so much as players learned how to play the game. Because beyond that, the quests were a complete and utter disaster. Klei discovered that players focused exclusively on those quests, and thought of everything else as a noisy distraction. They optimised their play in really boring ways in order to finish the quest at hand. They avoided doing anything risky, because it meant they might fail.

2:13

And then they became completely demotivated the second the quests ran out. Klei says "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". In the end, Klei solved its onboarding problem by tweaking the UI to give players subtle hints about how to get started - such as highlighting the most important items you can craft. But the quests were left on the cutting room floor - leaving players to learn for themselves.

2:42

Because if a game is about experimentation, exploration, or player-guided discovery - explicit goals can limit a player's creativity and imagination. Even after the goals run out. This is exactly what drove the development of the cosmic archeology game Outer Wilds. The developers deliberately avoided giving players explicit goals about where to go, or even what you're trying to achieve - so that players are driven to explore this miniature solar system through a sense of curiosity alone.

Case Study: Zachtronics Games 3:12
3:11

Okay, here's another story. Zach Barth makes problem-solving puzzle games about designing your own automated machines, like Exapunks and Shenzen I/O. In these games, you can make the machines however you like - if it works, it works. But it's actually really fun to go back in, and see if you can refine your creation to make it, say, smaller or faster. So in Zach's first two commercial games, Spacechem and Infinifactory, he added a few Steam achievements that encourage this sort of optimisation - like the Spacechem achievement "Beat the assignment "No Thanks Necessary" in under 2200 cycles."

3:49

But, in all the games released after that - those achievements are completely gone. What's up with that? ZACH: "We wanted to add achievements because that was back when achievements were cool. That was back before I thought achievements were awful." ZACH: "The thing i don't like about them is that the game already has a reward system. We have something that's far more meaningful and far less arbitrary than a random threshold."

4:08

What Zach's talking about is a bounty of metrics that you can use to gauge how well you've done. There's your own personal score. There's leaderboards that compare you to your Steam friends. And there are these brilliant histograms that show you how your solution stacks up in comparison to every other player. All of these - the strive to beat your personal best, or the drive to do better than other players - are extremely strong motivators to do better.

4:33

As Zach says: "a goal that you set yourself is way more powerful than a goal someone else sets for you". So if a game is about improving yourself, a personal or social goal can be a stronger motivator than a set threshold.

Case Study: Mini Metro 4:48
4:48

My final story comes from the adorable track-laying puzzle game Mini Metro. The game's developers wanted to focus on personal growth and high scores. And so - according to UI designer Jamie Churchman - the team specifically tried to avoid these goal and reward meta structures as they can become a "means to an end". For example, the game does have unlockable cities - which is just to limit player choice at the beginning of the game.

5:12

But Jamie acknowledges that some people will play each city until the threshold, unlock the next one, and when they've unlocked all the cities they feel like they've finished the game and can stop playing. We should remember that goals are a checklist that can be completed. And like with Don't Starve, some players will exclusively rely on the game to give them purpose and direction. But measurements of your skill - such as leaderboards and scoring systems, have no finish: you can continue to improve on your personal best forever - which partly explains why we can still play Tetris after three decades.

Extrinsic and Intrinsic Motivation 5:48
5:48

To truly understand what's happening here, we need to take a quick detour into the world of behavioural psychology. When thinking about motivation, one of the most popular models is the idea of extrinsic and intrinsic motivation. To make it simple, extrinsic motivation is when we are doing a task for reasons beyond the task itself - usually in order to receive a reward. Or, as that's better known: a job. On the other hand, intrinsic motivation is when we do a task for its own sake, simply because we find it enjoyable or meaningful.

6:19

Or, as that's better known: a hobby. Intrinsic motivation is shown to be far stronger - and it lasts longer too. People can enjoy a hobby for a lifetime. Extrinsic motivation will only last as long as the rewards are there. Just see if someone will still work in your factory after you stop paying them. And this bring us back to that classroom from earlier. Okay, so the point of the study was that the kids had already shown interest in drawing before the study began.

6:45

They were intrinsically motivated. Then, they were asked to make a picture - and, like I said, one group was promised a reward, and the second group wasn't. Afterwards, the researchers continued to watch the kids in their classroom for a couple weeks and found that the children who received a reward for their drawing? Well, they showed much less interest in drawing afterwards. And their pictures were of a lower quality too.

7:07

Which is - wow, way to burn a bunch of kids, science. This is called the overjustification effect. And there's a huge body of evidence that says when extrinsic motivation is attached to a task that we already find intrinsically motivating, we suddenly become way less interested in the task. And other studies show rewards also make people less creative, worse at problem solving, more prone to cheating, and may lose motivation entirely once the rewards stop - even though previously they were happy to do it for its own sake!

7:37

Whoops!

Applying This to Game Design 7:39
7:38

And I think we can apply this idea to game design. Because there are certainly games that lean more towards intrinsic motivation. Like games that focus on exploration, creativity, expression, and growth. There are games where you set your own goals and expect no rewards in return. And so when more extrinsically motivating systems - like explicit goals, progression meters, and achievements - are added to these games, our motivation can take a hit.

8:05

We become blinkered to creative solutions. We're less motivated to improve ourselves. We put an arbitrary threshold on how much we attain. And developers now need to create a constant drip feed of new goals and rewards, or risk losing us entirely.

Advantages of Goals 8:20
8:20

Of course, that's not to say that developers should never add goals and rewards to these more intrinsically motivating games. Because, I think it's clear that some people just aren't very good or interested in motivating themselves. For every Minecraft super fan who generates their own fun, there's someone else who is simply lost and without direction. It reminds me of my all-time favourite Steam forum post. In a thread about the open-ended whodunnit Her Story, one user said "It's up to you to decide when you are satisfied with the information you have found".

8:49

To which the thread's author replied, "how do I decide when I am satisfied?". That post keeps me up at night. Anyway - the nice thing about goals and rewards is that they can provide structure and progression to play. So they can still be used, they just have to be applied carefully. For example, with goals - it's better to use large, overarching goals that players can complete however they want, rather than restrictive step-by-step instructions.

9:17

You can focus on comparative metrics, like leaderboards, histograms, and personal bests, rather than absolute thresholds. Make goals optional, like Hitman's challenges, or hidden, like Outer Wilds' achievements.

Surprise Rewards 9:31
9:30

And in terms of rewards - well, actually there is one type of reward that has been shown to not trigger the overjustification effect. Because, in that study with the children - there was actually a third group: children that were simply told to go off and draw - but then were given a reward at the end, as a surprise. In the following weeks, these children spent the largest amount of time drawing… of all - if only by a small margin beyond the kids without rewards.

9:56

This, and plenty of other studies, show that rewards can have a motivational effect in intrinsic situations - provided that they're unexpected, reasonably low value, and feel tied to the actual performance of the action. An example of this in games might be Overwatch's Play of the Game, which is a short highlight reel showcasing the best moment in the match. It doesn't really do anything, but it's a huge boost to the ego of the player who gets the starring role.

10:22

And this is all over Nintendo's latest blockbusters. In Odyssey, there's nothing telling you to clamber up here with Mario's advanced move-set: but here's a cheeky cache of coins as a pat on the back. And in Breath of the Wild, every suspicious nook could be a reward, like a Korok seed. As Nintendo's Bill Trinen says: "When they create their games, [Nintendo's designers] don't tell you how to play their game in order to achieve some kind of mythical reward.

10:49

There are things you can do in the game that will result in some sort of reward or unexpected surprise. In my mind, that really encourages the sense of exploration rather than the sense of 'If I do that, I'm going to get some sort of artificial point or score:.