1 00:00:00,680 --> 00:00:06,120 So in the 1970s, there was this experiment where a bunch of kids were told to 2 00:00:06,120 --> 00:00:08,039 draw some pictures. 3 00:00:08,039 --> 00:00:11,040 But before that, the children were split into groups. 4 00:00:11,040 --> 00:00:15,000 One group was told that that they would receive a reward at the end, while the second group 5 00:00:15,000 --> 00:00:17,080 had no reward. 6 00:00:17,080 --> 00:00:21,410 After the drawings were finished, the researchers continued to watch the kids in their classroom 7 00:00:21,410 --> 00:00:24,890 for a couple weeks - and the results were pretty interesting. 8 00:00:24,890 --> 00:00:28,260 And not just "the unanticipated arrival of a goat in the classroom". 9 00:00:28,260 --> 00:00:29,410 *Goat bleat* 10 00:00:29,410 --> 00:00:35,600 But I'll come back to that - because I should explain what this has got to do with game design. 11 00:00:35,610 --> 00:00:38,500 Often in design, we want to motivate players. 12 00:00:38,500 --> 00:00:43,950 Perhaps motivate them to learn a new mechanic, or encourage them to use a specific feature, 13 00:00:43,950 --> 00:00:46,420 or just get them to play the game for longer. 14 00:00:46,420 --> 00:00:50,680 And a popular solution for this is the goal… and reward. 15 00:00:50,680 --> 00:00:52,750 Do this, get that. 16 00:00:52,750 --> 00:00:55,690 Like, quests that lead to experience points. 17 00:00:55,690 --> 00:00:58,370 Challenges that unlock cosmetics. 18 00:00:58,370 --> 00:01:04,159 And those cheeky Xbox achievements which are both a goal and a reward in one tidy package. 19 00:01:04,159 --> 00:01:08,840 But I'm here to tell you that goals and rewards don't always work how you want them to. 20 00:01:08,840 --> 00:01:15,460 And, in fact, in this video I'm going to explain how they can even have the complete, opposite effect… 21 00:01:19,140 --> 00:01:24,080 When Klei was making the initial prototype for its sandbox survival game Don't Starve, 22 00:01:24,080 --> 00:01:28,250 they quickly realised that testers had no idea how to play the game - and they instantly 23 00:01:28,250 --> 00:01:29,470 became stuck. 24 00:01:29,470 --> 00:01:33,930 So the testers were given a few hints - and once they got over the hump, they were able 25 00:01:33,930 --> 00:01:37,670 to experiment, explore, and started to have a lot of fun. 26 00:01:37,670 --> 00:01:43,390 In response, Klei decided to create a series of small, tutorial-like quests to help players 27 00:01:43,390 --> 00:01:44,390 get started. 28 00:01:44,390 --> 00:01:46,070 Survive this many nights. 29 00:01:46,070 --> 00:01:47,180 Find this many items. 30 00:01:47,180 --> 00:01:48,510 That sort of thing. 31 00:01:48,510 --> 00:01:49,750 And it worked! 32 00:01:49,750 --> 00:01:53,340 But only so much as players learned how to play the game. 33 00:01:53,340 --> 00:01:57,890 Because beyond that, the quests were a complete and utter disaster. 34 00:01:57,890 --> 00:02:02,740 Klei discovered that players focused exclusively on those quests, and thought of everything 35 00:02:02,740 --> 00:02:05,159 else as a noisy distraction. 36 00:02:05,159 --> 00:02:09,969 They optimised their play in really boring ways in order to finish the quest at hand. 37 00:02:09,969 --> 00:02:13,200 They avoided doing anything risky, because it meant they might fail. 38 00:02:13,200 --> 00:02:17,150 And then they became completely demotivated the second the quests ran out. 39 00:02:17,150 --> 00:02:22,299 Klei says "In structuring the game as a series of explicit tasks to be completed, we taught 40 00:02:22,299 --> 00:02:26,730 the player to depend upon those tasks to create meaning in the game". 41 00:02:26,730 --> 00:02:32,120 In the end, Klei solved its onboarding problem by tweaking the UI to give players subtle 42 00:02:32,120 --> 00:02:37,540 hints about how to get started - such as highlighting the most important items you can craft. 43 00:02:37,540 --> 00:02:42,989 But the quests were left on the cutting room floor - leaving players to learn for themselves. 44 00:02:42,989 --> 00:02:48,409 Because if a game is about experimentation, exploration, or player-guided discovery - explicit 45 00:02:48,409 --> 00:02:52,459 goals can limit a player's creativity and imagination. 46 00:02:52,459 --> 00:02:54,760 Even after the goals run out. 47 00:02:54,760 --> 00:02:59,859 This is exactly what drove the development of the cosmic archeology game Outer Wilds. 48 00:02:59,859 --> 00:03:04,309 The developers deliberately avoided giving players explicit goals about where to go, 49 00:03:04,309 --> 00:03:08,249 or even what you're trying to achieve - so that players are driven to explore this miniature 50 00:03:08,249 --> 00:03:11,699 solar system through a sense of curiosity alone. 51 00:03:11,699 --> 00:03:14,180 Okay, here's another story. 52 00:03:14,180 --> 00:03:19,670 Zach Barth makes problem-solving puzzle games about designing your own automated machines, 53 00:03:19,670 --> 00:03:22,360 like Exapunks and Shenzen I/O. 54 00:03:22,360 --> 00:03:27,430 In these games, you can make the machines however you like - if it works, it works. 55 00:03:27,430 --> 00:03:31,909 But it's actually really fun to go back in, and see if you can refine your creation to 56 00:03:31,909 --> 00:03:34,749 make it, say, smaller or faster. 57 00:03:34,749 --> 00:03:41,059 So in Zach's first two commercial games, Spacechem and Infinifactory, he added a few Steam achievements 58 00:03:41,059 --> 00:03:45,919 that encourage this sort of optimisation - like the Spacechem achievement "Beat the assignment 59 00:03:45,919 --> 00:03:49,260 "No Thanks Necessary" in under 2200 cycles." 60 00:03:49,260 --> 00:03:54,680 But, in all the games released after that - those achievements are completely gone. 61 00:03:54,680 --> 00:03:55,869 What's up with that? 62 00:03:55,869 --> 00:04:00,010 ZACH: "We wanted to add achievements because that was back when achievements were cool. 63 00:04:00,010 --> 00:04:01,409 That was back before I thought achievements were awful." 64 00:04:01,409 --> 00:04:04,389 ZACH: "The thing i don't like about them is that the game already has a reward system. 65 00:04:04,389 --> 00:04:08,609 We have something that's far more meaningful and far less arbitrary than a random threshold." 66 00:04:08,609 --> 00:04:14,480 What Zach's talking about is a bounty of metrics that you can use to gauge how well you've done. 67 00:04:14,480 --> 00:04:16,400 There's your own personal score. 68 00:04:16,400 --> 00:04:18,609 There's leaderboards that compare you to your Steam friends. 69 00:04:18,609 --> 00:04:24,000 And there are these brilliant histograms that show you how your solution stacks up in comparison 70 00:04:24,000 --> 00:04:25,789 to every other player. 71 00:04:25,789 --> 00:04:30,199 All of these - the strive to beat your personal best, or the drive to do better than other 72 00:04:30,199 --> 00:04:33,360 players - are extremely strong motivators to do better. 73 00:04:33,360 --> 00:04:38,460 As Zach says: "a goal that you set yourself is way more powerful than a goal someone else 74 00:04:38,460 --> 00:04:40,090 sets for you". 75 00:04:40,090 --> 00:04:45,320 So if a game is about improving yourself, a personal or social goal can be a stronger 76 00:04:45,320 --> 00:04:48,509 motivator than a set threshold. 77 00:04:48,509 --> 00:04:53,090 My final story comes from the adorable track-laying puzzle game Mini Metro. 78 00:04:53,090 --> 00:04:57,000 The game's developers wanted to focus on personal growth and high scores. 79 00:04:57,000 --> 00:05:02,180 And so - according to UI designer Jamie Churchman - the team specifically tried to avoid these 80 00:05:02,180 --> 00:05:06,720 goal and reward meta structures as they can become a "means to an end". 81 00:05:06,720 --> 00:05:10,860 For example, the game does have unlockable cities - which is just to limit player choice 82 00:05:10,860 --> 00:05:12,520 at the beginning of the game. 83 00:05:12,520 --> 00:05:17,341 But Jamie acknowledges that some people will play each city until the threshold, unlock 84 00:05:17,341 --> 00:05:21,430 the next one, and when they've unlocked all the cities they feel like they've finished 85 00:05:21,430 --> 00:05:23,530 the game and can stop playing. 86 00:05:23,530 --> 00:05:27,539 We should remember that goals are a checklist that can be completed. 87 00:05:27,539 --> 00:05:32,010 And like with Don't Starve, some players will exclusively rely on the game to give them 88 00:05:32,010 --> 00:05:33,919 purpose and direction. 89 00:05:33,919 --> 00:05:39,400 But measurements of your skill - such as leaderboards and scoring systems, have no finish: you can 90 00:05:39,400 --> 00:05:43,960 continue to improve on your personal best forever - which partly explains why we can 91 00:05:43,960 --> 00:05:48,280 still play Tetris after three decades. 92 00:05:48,280 --> 00:05:53,080 To truly understand what's happening here, we need to take a quick detour into the world 93 00:05:53,080 --> 00:05:55,110 of behavioural psychology. 94 00:05:55,110 --> 00:06:00,229 When thinking about motivation, one of the most popular models is the idea of extrinsic 95 00:06:00,229 --> 00:06:02,259 and intrinsic motivation. 96 00:06:02,259 --> 00:06:06,759 To make it simple, extrinsic motivation is when we are doing a task for reasons beyond 97 00:06:06,759 --> 00:06:09,960 the task itself - usually in order to receive a reward. 98 00:06:09,960 --> 00:06:12,930 Or, as that's better known: a job. 99 00:06:12,930 --> 00:06:17,360 On the other hand, intrinsic motivation is when we do a task for its own sake, simply 100 00:06:17,360 --> 00:06:19,800 because we find it enjoyable or meaningful. 101 00:06:19,800 --> 00:06:22,970 Or, as that's better known: a hobby. 102 00:06:22,970 --> 00:06:27,009 Intrinsic motivation is shown to be far stronger - and it lasts longer too. 103 00:06:27,009 --> 00:06:29,780 People can enjoy a hobby for a lifetime. 104 00:06:29,780 --> 00:06:33,300 Extrinsic motivation will only last as long as the rewards are there. 105 00:06:33,300 --> 00:06:37,340 Just see if someone will still work in your factory after you stop paying them. 106 00:06:37,340 --> 00:06:40,159 And this bring us back to that classroom from earlier. 107 00:06:40,159 --> 00:06:44,430 Okay, so the point of the study was that the kids had already shown interest in drawing 108 00:06:44,430 --> 00:06:45,600 before the study began. 109 00:06:45,600 --> 00:06:47,980 They were intrinsically motivated. 110 00:06:47,980 --> 00:06:52,020 Then, they were asked to make a picture - and, like I said, one group was promised a reward, 111 00:06:52,020 --> 00:06:53,690 and the second group wasn't. 112 00:06:53,690 --> 00:06:58,319 Afterwards, the researchers continued to watch the kids in their classroom for a couple weeks 113 00:06:58,319 --> 00:07:01,279 and found that the children who received a reward for their drawing? 114 00:07:01,279 --> 00:07:05,120 Well, they showed much less interest in drawing afterwards. 115 00:07:05,120 --> 00:07:07,449 And their pictures were of a lower quality too. 116 00:07:07,449 --> 00:07:11,210 Which is - wow, way to burn a bunch of kids, science. 117 00:07:11,210 --> 00:07:13,599 This is called the overjustification effect. 118 00:07:13,599 --> 00:07:18,099 And there's a huge body of evidence that says when extrinsic motivation is attached to a 119 00:07:18,099 --> 00:07:23,490 task that we already find intrinsically motivating, we suddenly become way less interested in 120 00:07:23,490 --> 00:07:24,490 the task. 121 00:07:24,490 --> 00:07:29,669 And other studies show rewards also make people less creative, worse at problem solving, more 122 00:07:29,669 --> 00:07:35,710 prone to cheating, and may lose motivation entirely once the rewards stop - even though 123 00:07:35,710 --> 00:07:37,879 previously they were happy to do it for its own sake! 124 00:07:37,879 --> 00:07:38,879 Whoops! 125 00:07:38,879 --> 00:07:42,349 And I think we can apply this idea to game design. 126 00:07:42,349 --> 00:07:46,729 Because there are certainly games that lean more towards intrinsic motivation. 127 00:07:46,729 --> 00:07:52,039 Like games that focus on exploration, creativity, expression, and growth. 128 00:07:52,039 --> 00:07:55,999 There are games where you set your own goals and expect no rewards in return. 129 00:07:55,999 --> 00:08:00,680 And so when more extrinsically motivating systems - like explicit goals, progression 130 00:08:00,680 --> 00:08:05,610 meters, and achievements - are added to these games, our motivation can take a hit. 131 00:08:05,610 --> 00:08:07,689 We become blinkered to creative solutions. 132 00:08:07,689 --> 00:08:10,069 We're less motivated to improve ourselves. 133 00:08:10,069 --> 00:08:13,180 We put an arbitrary threshold on how much we attain. 134 00:08:13,180 --> 00:08:17,789 And developers now need to create a constant drip feed of new goals and rewards, or risk 135 00:08:17,789 --> 00:08:20,120 losing us entirely. 136 00:08:20,120 --> 00:08:24,289 Of course, that's not to say that developers should never add goals and rewards to these 137 00:08:24,289 --> 00:08:26,550 more intrinsically motivating games. 138 00:08:26,550 --> 00:08:31,509 Because, I think it's clear that some people just aren't very good or interested in motivating 139 00:08:31,509 --> 00:08:32,509 themselves. 140 00:08:32,509 --> 00:08:36,320 For every Minecraft super fan who generates their own fun, there's someone else who is 141 00:08:36,320 --> 00:08:38,620 simply lost and without direction. 142 00:08:38,620 --> 00:08:41,870 It reminds me of my all-time favourite Steam forum post. 143 00:08:41,870 --> 00:08:46,579 In a thread about the open-ended whodunnit Her Story, one user said "It's up to you to 144 00:08:46,579 --> 00:08:49,880 decide when you are satisfied with the information you have found". 145 00:08:49,880 --> 00:08:54,949 To which the thread's author replied, "how do I decide when I am satisfied?". 146 00:08:54,949 --> 00:08:57,130 That post keeps me up at night. 147 00:08:57,130 --> 00:09:02,540 Anyway - the nice thing about goals and rewards is that they can provide structure and progression 148 00:09:02,540 --> 00:09:03,540 to play. 149 00:09:03,540 --> 00:09:07,220 So they can still be used, they just have to be applied carefully. 150 00:09:07,220 --> 00:09:12,420 For example, with goals - it's better to use large, overarching goals that players can 151 00:09:12,420 --> 00:09:17,510 complete however they want, rather than restrictive step-by-step instructions. 152 00:09:17,510 --> 00:09:22,950 You can focus on comparative metrics, like leaderboards, histograms, and personal bests, 153 00:09:22,950 --> 00:09:25,220 rather than absolute thresholds. 154 00:09:25,220 --> 00:09:30,949 Make goals optional, like Hitman's challenges, or hidden, like Outer Wilds' achievements. 155 00:09:30,949 --> 00:09:36,139 And in terms of rewards - well, actually there is one type of reward that has been shown 156 00:09:36,139 --> 00:09:39,110 to not trigger the overjustification effect. 157 00:09:39,110 --> 00:09:43,660 Because, in that study with the children - there was actually a third group: children that 158 00:09:43,660 --> 00:09:49,140 were simply told to go off and draw - but then were given a reward at the end, as a surprise. 159 00:09:49,140 --> 00:09:53,079 In the following weeks, these children spent the largest amount of time drawing… of all 160 00:09:53,079 --> 00:09:56,980 - if only by a small margin beyond the kids without rewards. 161 00:09:56,980 --> 00:10:01,360 This, and plenty of other studies, show that rewards can have a motivational effect in 162 00:10:01,360 --> 00:10:06,509 intrinsic situations - provided that they're unexpected, reasonably low value, and feel 163 00:10:06,509 --> 00:10:09,350 tied to the actual performance of the action. 164 00:10:09,350 --> 00:10:13,900 An example of this in games might be Overwatch's Play of the Game, which is a short highlight 165 00:10:13,900 --> 00:10:16,690 reel showcasing the best moment in the match. 166 00:10:16,690 --> 00:10:21,250 It doesn't really do anything, but it's a huge boost to the ego of the player who gets 167 00:10:21,250 --> 00:10:22,740 the starring role. 168 00:10:22,740 --> 00:10:26,440 And this is all over Nintendo's latest blockbusters. 169 00:10:26,440 --> 00:10:31,160 In Odyssey, there's nothing telling you to clamber up here with Mario's advanced move-set: 170 00:10:31,160 --> 00:10:34,380 but here's a cheeky cache of coins as a pat on the back. 171 00:10:34,380 --> 00:10:40,259 And in Breath of the Wild, every suspicious nook could be a reward, like a Korok seed. 172 00:10:40,259 --> 00:10:45,050 As Nintendo's Bill Trinen says: "When they create their games, [Nintendo's designers] 173 00:10:45,050 --> 00:10:49,420 don't tell you how to play their game in order to achieve some kind of mythical reward. 174 00:10:49,420 --> 00:10:53,600 There are things you can do in the game that will result in some sort of reward or unexpected 175 00:10:53,600 --> 00:10:54,600 surprise. 176 00:10:54,600 --> 00:10:59,550 In my mind, that really encourages the sense of exploration rather than the sense of 'If 177 00:10:59,550 --> 00:11:06,230 I do that, I'm going to get some sort of artificial point or score'." 178 00:11:06,230 --> 00:11:09,000 Hey, thanks for watching! 179 00:11:09,000 --> 00:11:14,529 Just wanted to let you know that GMTK videos will now be ad free - so a big thanks to all 180 00:11:14,529 --> 00:11:18,720 of my Patrons for supporting this work and making these videos possible. 181 00:11:18,720 --> 00:11:20,839 You are amazing.