Title: Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction
1Sustaining Player Engagement by Designing for
Intrinsic Need Satisfaction
- Scott Rigby
- www.immersyve.com
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.
3Todays 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
- Being applied commercially
- Published scientifically
- Being used is video games studies around the U.S.
and in several countries internationally
4Todays Goals
- 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
5Critiquing Fun
- 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
FUN
6Fun 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
7For 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.
8Lets 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)
9How 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
10Causal vs. Outcome Metrics
Emotional
Behavioral
Most approaches currently look only here
Momentary Fun Emotional Reactions
e.g. Data Logging
Outcomes
Psychological Causes
We also focus here
11Developers think about what motivates players all
the time
Freedom
Bragging Rights
Great Graphics
Open-ended Gameplay
Cool Weapons
Phat Loot
AI
Customization
Optimal Challenge
Competition
Writing
- How do you know
- Whats right and whats not?
- Why something motivates?
- Whats more important and less important for
achieving your intended goal?
Story
Killer Sound
12The Underpants Gnomes Dilemma
Design Game
Fun Immersion
13Player Experience of Need Satisfaction(PENS)
- Sustained fun and commercial success occur most
strongly when specific - intrinsic motivational needs
- are satisfied by a game
14What 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
15- 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
16PENS predictive value for games
- This model has been tested with more than 12,000
gamers, significantly predicting - Customer value/enjoyment
- Sustained subscriptions (online games)
- Game ratings (e.g. Metacritic, gamerankings.com)
- Intention to buy sequels/expansions
- Developer loyalty
-
17PENS conceptual value for MMOs
- 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)
18Need Satisfaction vs. Fun
- In multiple longitudinal studies with thousands
of MMO players, we look at
Experiential/Behavioral Commercial
Fun/Enjoyment Sustained Subscriptions
Immersion Perceived Value
Tension/Calmness Expectation of Future Play
Energy/Vitality Word of Mouth (Recommend)
Boredom Will Buy Sequel
Frustration Developer Loyalty
19PENS and Fun
Study 1 800 MMO players
- 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 PENS - Month 1 Fun Month 1
Still Playing in Month 9 .41 .01
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
20PENS 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
21Why 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
22PENS Competence
- The experience of efficacy, growth, and mastery
- (Gameplay Character Development)
23Competence - 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
- High success to failure ratio
- The subjective experience of accomplishing what
was intended
24Competence 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
Action
- 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
Its important to check whether that feature
really just bugs people
25Optimal 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
26But 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
27Opportunities to express mastery are equally
important satisfiers of competence needs, and
lead to sustained engagement
- Experience of Challenge - Game builds the
players 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 lets the player express mastery and
dominance
28Daily Diary Sample activities that satisfy PENS
Competence
Activity PENS 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 gt 99
Satisfaction Probability gt 95
Satisfaction Probability gt 90
29Daily Diary Sample activities that satisfy PENS
Competence
Activity PENS 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 gt 99
Satisfaction Probability gt 95
Satisfaction Probability gt 90
30Competence satisfactions in the RPG
- 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
31Take 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)
32Competence 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
33PENS Autonomy
- Personal agency and a sense of volition
34Autonomy
- 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
35Autonomy in Gameplay
- One major contributor to autonomy in gameplay is
the degree to which you maximize - Opportunities for Action (OFAs)
- 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
OFAs
36Opportunities 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
37Opportunities for Action (OFA)
- In my kitchen
- Great variety of interactive objects
- Great variety of actions
- F.E.A.R.
- Great variety of interactive objects
- Less variety of action
38Opportunities for Action (OFA)
- In HL2
- Great variety of interactive objects
- Better variety of action
Result is higher OFAs and greater satisfaction
of autonomy needs
39OFAs are not about expanse, but about perceived
opportunity
Game World 1 10 Interactive Objects
Game World 2 8 Interactive Objects
Hellooooo?
Smaller worlds with more saturation of OFAs are
perceived as offering greater autonomy than
larger tumbleweed worlds
40Take 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
41Diary How certain RPG activities satisfy PENS
Autonomy
Activity PENS 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 gt 99
Satisfaction Probability gt 95
Satisfaction Probability gt 90
42Diary How certain RPG activities satisfy PENS
Autonomy
Activity PENS 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 -
Note the relationship between altruism and
autonomy
Satisfaction Probability gt 99
Satisfaction Probability gt 95
Satisfaction Probability gt 90
43Autonomy 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
- Advancement Increased Opportunities for Action
(OFAs)
44Other 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
45PENS Relatedness
- Meaningful connection to others
46Relatedness
- 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..
47Take 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!
48Take 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!
49Maximizing 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)
50What 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!
51Take Away Tips Some Design Questions when
Maximizing Relatedness
- Do NPC characters offer support to the players
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)?
52Diary 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 gt 99
Satisfaction Probability gt 95
Satisfaction Probability gt 90
53Diary How certain activities satisfy PENS
Relatedness
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 -
Satisfaction Probability gt 99
Satisfaction Probability gt 95
Satisfaction Probability gt 90
54Relatedness 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
- Quests provide meaningful interpersonal context
- Quest narratives tie individual action to the
benefit of others - RPG MMO extends this further to the band of
brothers with other players
55Applying a need satisfaction (PENS) approach
- Design
- Development Iteration
- Playtesting
56Applying a need satisfaction approach -
DesignDesign
- In design, shift your focus to intrinsic needs
rather than simply emotional outcomes - How will my design vision satisfy my players
needs? - What needs will this feature/content satisfy?
- vs.
- Do I think this will be fun?
-
- Remember that it isnt an either/or proposition!
Focusing on needs simply gives you a more
powerful way to create deeper fun and
long-lasting satisfaction
57Consider 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
58Applying 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
59Underpants Dilemma Revisited
Design/Content Feature
Fun Immersion
60Phase 2 Dilemma Solved!
e.g. Features/Content PENS Analysis PENS Analysis PENS Analysis Sustained Enjoyment
New Feature 1
New Feature 2 - -
New Quest 1 -
New Quest 2 -
New Instance 1 - -
New Feature 3
PENS testing assists with trade-off analyses
Comp.
Aut.
Rel.
Assists in understanding why players are
enjoying/not enjoying features and content
61Applying a need satisfaction approach- Testing
- 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
62Summary
- 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
63Additional 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 info_at_immersyve.com, or scott_at_immersyve.com
for a .pdf)
64Thanks!
- For More Information Contact
- Scott Rigby
- scott_at_immersyve.com