Scott Rigby . Five-year old “think tank” focusing on highly practical, research-driven models...

64
Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction Scott Rigby www.immersyve.com

Transcript of Scott Rigby . Five-year old “think tank” focusing on highly practical, research-driven models...

  • Slide 1
  • Scott Rigby www.immersyve.com
  • Slide 2
  • 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.
  • Slide 3
  • www.immersyve.com Todays Goals 1. Focus on the psychology of player that causes sustained engagement rather than just momentary fun 2. 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: 1. Being applied commercially 2. Published scientifically 3. Being used is video games studies around the U.S. and in several countries internationally
  • Slide 4
  • www.immersyve.com Todays Goals 3. Review data showing PENS value in designing and measuring sustained enjoyment/engagement (benefitting retention and growth) 4. Discuss specific examples (RPG structure) and take-away ideas for design, development, and testing
  • Slide 5
  • www.immersyve.com is too diffuse a concept It doesnt pinpoint the unique psychological experience of games (particularly MMOs) It isnt precise enough to be of much value during design and development Critiquing Fun The problem with fun
  • Slide 6
  • www.immersyve.com Fun sells short the MMO experience 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
  • Slide 7
  • www.immersyve.com 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.
  • Slide 8
  • www.immersyve.com Lets 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, theres a better chance of success (with players and commercially)
  • Slide 9
  • www.immersyve.com How do we focus on psychological causes? 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 in the day to day life of game development
  • Slide 10
  • www.immersyve.com Causal vs. Outcome Metrics EmotionalBehavioral Outcomes Psychological Causes Most approaches currently look only here Momentary Fun & Emotional Reactions e.g. Data Logging We also focus here
  • Slide 11
  • www.immersyve.com Developers think about what motivates players all the time Great Graphics Optimal Challenge Open- ended Gameplay Freedom Competition Phat Loot Bragging Rights Killer Sound Cool Weapons Customization Story AI Writing How do you know Whats right and whats not? Why something motivates? Whats more important and less important for achieving your intended goal?
  • Slide 12
  • www.immersyve.com The Underpants Gnomes Dilemma Design Game Fun Immersion Lets demystify Phase 2 with a tested model
  • Slide 13
  • www.immersyve.com Player Experience of Need Satisfaction (PENS)
  • Slide 14
  • www.immersyve.com 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
  • Slide 15
  • www.immersyve.com
  • Slide 16
  • PENS predictive value for games This model has been tested with more than 12,000 gamers, significantly predicting: 1. Customer value/enjoyment 2. Sustained subscriptions (online games) 3. Game ratings (e.g. Metacritic, gamerankings.com) 4. Intention to buy sequels/expansions 5. Developer loyalty
  • Slide 17
  • www.immersyve.com PENS conceptual value for MMOs
  • Slide 18
  • www.immersyve.com Need Satisfaction vs. Fun In multiple longitudinal studies with thousands of MMO players, we look at Experiential/BehavioralCommercial Fun/EnjoymentSustained Subscriptions ImmersionPerceived Value Tension/CalmnessExpectation of Future Play Energy/VitalityWord of Mouth (Recommend) BoredomWill Buy Sequel FrustrationDeveloper Loyalty
  • Slide 19
  • www.immersyve.com PENS and Fun 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 OutcomePENS - Month 1Fun Month 1 Interest in sequel/more games by dev.42**.09 This game rocks!.45**.24 Game value.47**.14 Study 1: Multiple Regression Analysis ** means that statistically there is a greater than 99% chance PENS is predicting these outcomes Study 1: 800+ MMO players
  • Slide 20
  • www.immersyve.com 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
  • Slide 21
  • www.immersyve.com 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
  • Slide 22
  • The experience of efficacy, growth, and mastery (Gameplay & Character Development)
  • Slide 23
  • www.immersyve.com Competence - Gameplay Experience of mastery in the moment-to-moment action of gameplay Examples: Defeating enemies Conquering in-game challenges, puzzles, quests, etc. Competence need is satisfied by: 1.High success to failure ratio 2.The subjective experience of accomplishing what was intended
  • Slide 24
  • www.immersyve.com Competence Mechanics Dumb Avatar events are highly frustrating to player competence 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 Its important to check whether that feature really just bugs people Intention How often is the players intention successfully executed by the game? (i.e. intention/action hit rate) Mechanics are merely the price of admission to the actual game Action
  • Slide 25
  • www.immersyve.com 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 Too difficult frustrating or anxiety provoking
  • Slide 26
  • www.immersyve.com 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
  • Slide 27
  • www.immersyve.com Opportunities to express mastery are equally important satisfiers of competence needs, and lead to sustained engagement
  • Slide 28
  • www.immersyve.com Daily Diary: Sample activities that satisfy PENS Competence ActivityPENS Competence Leveled Up- Explored New Zone/Area Acquired New Weapon/Armor- Acquired Rare Item Acquired Epic Item Completed Solo Quest- Completed Group Quest Crafted- Raised Crafting Skill- = Satisfaction Probability > 99% = Satisfaction Probability > 95% = Satisfaction Probability > 90%
  • Slide 29
  • www.immersyve.com Daily Diary: Sample activities that satisfy PENS Competence ActivityPENS Competence Used Auction House Used Voice Chat (e.g. Teamspeak/ Vent) - Socialized (for its own sake)- Made Character Cooler Looking- Raised PvP Ranking Helped out Guild Members Helped out lowbies- Buffed random other player- = Satisfaction Probability > 99% = Satisfaction Probability > 95% = Satisfaction Probability > 90%
  • Slide 30
  • www.immersyve.com Competence satisfactions in the RPG
  • Slide 31
  • www.immersyve.com Take Away Tips: Maximizing competence need satisfaction in MMO gameplay Dont 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)
  • Slide 32
  • www.immersyve.com 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 players attention A more critical PENS need that MMOs should strive to satisfy is the players need for autonomy
  • Slide 33
  • Personal agency and a sense of volition
  • Slide 34
  • www.immersyve.com Autonomy
  • Slide 35
  • www.immersyve.com Autonomy in Gameplay
  • Slide 36
  • www.immersyve.com 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
  • Slide 37
  • www.immersyve.com Opportunities for Action (OFA) F.E.A.R. Great variety of interactive objects Less variety of action In my kitchen Great variety of interactive objects Great variety of actions
  • Slide 38
  • www.immersyve.com Opportunities for Action (OFA) In HL2 Great variety of interactive objects Better variety of action Result is higher OFAs and greater satisfaction of autonomy needs
  • Slide 39
  • www.immersyve.com OFAs are not about expanse, but about perceived opportunity 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 Smaller worlds with more saturation of OFAs are perceived as offering greater autonomy than larger tumbleweed worlds Hellooooo? 9 10 Game World 1 = 10 Interactive ObjectsGame World 2 = 8 Interactive Objects
  • Slide 40
  • www.immersyve.com Take Away Tips: Maximize autonomy by minimizing the Wile E Coyote effect during world exploration Avoid frustrating the players attempts to take action Minimizing autonomy frustrations can be more important than realistic sets in deepening immersion and satisfaction
  • Slide 41
  • www.immersyve.com Diary: How certain RPG activities satisfy PENS Autonomy ActivityPENS Competence PENS Autonomy Leveled Up- Explored New Zone/Area Acquired New Weapon/Armor- Acquired Rare Item Acquired Epic Item- Completed Solo Quest- Completed Group Quest Crafted- Raised Crafting Skill- = Satisfaction Probability > 99% = Satisfaction Probability > 95% = Satisfaction Probability > 90%
  • Slide 42
  • www.immersyve.com ActivityPENS Competence PENS Autonomy Used Auction House Used Voicechat (e.g. Teamspeak/ Vent) -- Socialized (for its own sake)- Made Character Cooler Looking- Raised PvP Ranking- Help out Guild Members Helped out lowbies- Buffed random other player- = Satisfaction Probability > 99% = Satisfaction Probability > 95% = Satisfaction Probability > 90% Diary: How certain RPG activities satisfy PENS Autonomy Note the relationship between altruism and autonomy
  • Slide 43
  • www.immersyve.com Autonomy satisfactions in the RPG
  • Slide 44
  • www.immersyve.com 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
  • Slide 45
  • Meaningful connection to others
  • Slide 46
  • www.immersyve.com Relatedness Definition: A feeling of meaningful connection to others Humans are intrinsically motivated to connect with others emotionally Meaningful connections to others is broader than you might think..
  • Slide 47
  • www.immersyve.com Take Away Tip: Supportive NPCs Relatedness needs are best satisfied by NPCs when they support the players autonomy and competence This is best accomplished by positive contextual feedback Hey! Its the Hero of Kvatch! I cant believe it! Wow!
  • Slide 48
  • www.immersyve.com Take Away Tip: Consider chilling out your NPC dialogue Dialogue and serious attitude from NPCs can be demotivating (diminishing feelings of competence and autonomy as well) I havent got all day! Dont you have something better to do? Cant you see Im busy!
  • Slide 49
  • www.immersyve.com Maximizing need satisfaction in multiplayer competition Competitive play is satisfying when Theres 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)
  • Slide 50
  • www.immersyve.com What to avoid in multiplayer competition 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!
  • Slide 51
  • www.immersyve.com Take Away Tips: Some Design Questions when Maximizing Relatedness 1.Do NPC characters offer support to the players experience of both autonomy and competence? 2.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)?
  • Slide 52
  • www.immersyve.com Diary: How certain activities satisfy PENS Relatedness Activity PENS Competence PENS Autonomy PENS Relatedness Leveled Up-- Explored New Zone/Area- Acquired New Weapon/Armor- Acquired Rare Item Acquired Epic Item- Completed Solo Quest-- Completed Group Quest Crafted-- Raised Crafting Skill-- = Satisfaction Probability > 99% = Satisfaction Probability > 95% = Satisfaction Probability > 90%
  • Slide 53
  • www.immersyve.com Activity PENS Competence PENS Autonomy PENS Relatedness Used Auction House Used Voicechat (e.g. Teamspeak/ Vent) -- Socialized (for its own sake)- Made Character Cooler Looking- Raised PvP Ranking-- Helped out Guild Members Helped out lowbies- Buffed random other player- Diary: How certain activities satisfy PENS Relatedness = Satisfaction Probability > 99% = Satisfaction Probability > 95% = Satisfaction Probability > 90%
  • Slide 54
  • www.immersyve.com Relatedness satisfactions in the RPG
  • Slide 55
  • www.immersyve.com Applying a need satisfaction (PENS) approach 1. Design 2. Development Iteration 3. Playtesting
  • Slide 56
  • www.immersyve.com Applying a need satisfaction approach - Design Design
  • Slide 57
  • www.immersyve.com 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
  • Slide 58
  • www.immersyve.com Applying a need satisfaction approach - Development Execution During execution, think about how well specific game elements are supporting players 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 NPCs offering contextual support for players autonomy and competence? Is combat offering positive performance feedback? Are challenges balanced with the opportunity for expression of mastery
  • Slide 59
  • www.immersyve.com Underpants Dilemma Revisited Design/Content Feature Fun Immersion Remember this?
  • Slide 60
  • www.immersyve.com Phase 2 Dilemma Solved! e.g. Features/ContentPENS Analysis Sustained Enjoyment New Feature 1 New Feature 2-- New Quest 1- New Quest 2- New Instance 1-- New Feature 3 Comp.Aut. Rel. PENS testing assists with trade-off analyses Assists in understanding why players are enjoying/not enjoying features and content
  • Slide 61
  • www.immersyve.com Applying a need satisfaction approach- Testing 1. During playtesting, ask about the satisfaction of competence, autonomy, and relatedness rather than focusing primarily on emotional outcomes (fun) 2. 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
  • Slide 62
  • www.immersyve.com 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
  • Slide 63
  • www.immersyve.com 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) 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)[email protected] [email protected]
  • Slide 64
  • For More Information Contact Scott Rigby [email protected]