WEBVTT 00:00:00.680 --> 00:00:06.120 So in the 1970s, there was this experiment where a bunch of kids were told to 00:00:06.120 --> 00:00:08.039 draw some pictures. 00:00:08.039 --> 00:00:11.040 But before that, the children were split into groups. 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 00:00:15.000 --> 00:00:17.080 had no reward. 00:00:17.080 --> 00:00:21.410 After the drawings were finished, the researchers continued to watch the kids in their classroom 00:00:21.410 --> 00:00:24.890 for a couple weeks - and the results were pretty interesting. 00:00:24.890 --> 00:00:28.260 And not just "the unanticipated arrival of a goat in the classroom". 00:00:28.260 --> 00:00:29.410 *Goat bleat* 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. 00:00:35.610 --> 00:00:38.500 Often in design, we want to motivate players. 00:00:38.500 --> 00:00:43.950 Perhaps motivate them to learn a new mechanic, or encourage them to use a specific feature, 00:00:43.950 --> 00:00:46.420 or just get them to play the game for longer. 00:00:46.420 --> 00:00:50.680 And a popular solution for this is the goal… and reward. 00:00:50.680 --> 00:00:52.750 Do this, get that. 00:00:52.750 --> 00:00:55.690 Like, quests that lead to experience points. 00:00:55.690 --> 00:00:58.370 Challenges that unlock cosmetics. 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. 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. 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… 00:01:19.140 --> 00:01:24.080 When Klei was making the initial prototype for its sandbox survival game Don't Starve, 00:01:24.080 --> 00:01:28.250 they quickly realised that testers had no idea how to play the game - and they instantly 00:01:28.250 --> 00:01:29.470 became stuck. 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 00:01:33.930 --> 00:01:37.670 to experiment, explore, and started to have a lot of fun. 00:01:37.670 --> 00:01:43.390 In response, Klei decided to create a series of small, tutorial-like quests to help players 00:01:43.390 --> 00:01:44.390 get started. 00:01:44.390 --> 00:01:46.070 Survive this many nights. 00:01:46.070 --> 00:01:47.180 Find this many items. 00:01:47.180 --> 00:01:48.510 That sort of thing. 00:01:48.510 --> 00:01:49.750 And it worked! 00:01:49.750 --> 00:01:53.340 But only so much as players learned how to play the game. 00:01:53.340 --> 00:01:57.890 Because beyond that, the quests were a complete and utter disaster. 00:01:57.890 --> 00:02:02.740 Klei discovered that players focused exclusively on those quests, and thought of everything 00:02:02.740 --> 00:02:05.159 else as a noisy distraction. 00:02:05.159 --> 00:02:09.969 They optimised their play in really boring ways in order to finish the quest at hand. 00:02:09.969 --> 00:02:13.200 They avoided doing anything risky, because it meant they might fail. 00:02:13.200 --> 00:02:17.150 And then they became completely demotivated the second the quests ran out. 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 00:02:22.299 --> 00:02:26.730 the player to depend upon those tasks to create meaning in the game". 00:02:26.730 --> 00:02:32.120 In the end, Klei solved its onboarding problem by tweaking the UI to give players subtle 00:02:32.120 --> 00:02:37.540 hints about how to get started - such as highlighting the most important items you can craft. 00:02:37.540 --> 00:02:42.989 But the quests were left on the cutting room floor - leaving players to learn for themselves. 00:02:42.989 --> 00:02:48.409 Because if a game is about experimentation, exploration, or player-guided discovery - explicit 00:02:48.409 --> 00:02:52.459 goals can limit a player's creativity and imagination. 00:02:52.459 --> 00:02:54.760 Even after the goals run out. 00:02:54.760 --> 00:02:59.859 This is exactly what drove the development of the cosmic archeology game Outer Wilds. 00:02:59.859 --> 00:03:04.309 The developers deliberately avoided giving players explicit goals about where to go, 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 00:03:08.249 --> 00:03:11.699 solar system through a sense of curiosity alone. 00:03:11.699 --> 00:03:14.180 Okay, here's another story. 00:03:14.180 --> 00:03:19.670 Zach Barth makes problem-solving puzzle games about designing your own automated machines, 00:03:19.670 --> 00:03:22.360 like Exapunks and Shenzen I/O. 00:03:22.360 --> 00:03:27.430 In these games, you can make the machines however you like - if it works, it works. 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 00:03:31.909 --> 00:03:34.749 make it, say, smaller or faster. 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 00:03:41.059 --> 00:03:45.919 that encourage this sort of optimisation - like the Spacechem achievement "Beat the assignment 00:03:45.919 --> 00:03:49.260 "No Thanks Necessary" in under 2200 cycles." 00:03:49.260 --> 00:03:54.680 But, in all the games released after that - those achievements are completely gone. 00:03:54.680 --> 00:03:55.869 What's up with that? 00:03:55.869 --> 00:04:00.010 ZACH: "We wanted to add achievements because that was back when achievements were cool. 00:04:00.010 --> 00:04:01.409 That was back before I thought achievements were awful." 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. 00:04:04.389 --> 00:04:08.609 We have something that's far more meaningful and far less arbitrary than a random threshold." 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. 00:04:14.480 --> 00:04:16.400 There's your own personal score. 00:04:16.400 --> 00:04:18.609 There's leaderboards that compare you to your Steam friends. 00:04:18.609 --> 00:04:24.000 And there are these brilliant histograms that show you how your solution stacks up in comparison 00:04:24.000 --> 00:04:25.789 to every other player. 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 00:04:30.199 --> 00:04:33.360 players - are extremely strong motivators to do better. 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 00:04:38.460 --> 00:04:40.090 sets for you". 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 00:04:45.320 --> 00:04:48.509 motivator than a set threshold. 00:04:48.509 --> 00:04:53.090 My final story comes from the adorable track-laying puzzle game Mini Metro. 00:04:53.090 --> 00:04:57.000 The game's developers wanted to focus on personal growth and high scores. 00:04:57.000 --> 00:05:02.180 And so - according to UI designer Jamie Churchman - the team specifically tried to avoid these 00:05:02.180 --> 00:05:06.720 goal and reward meta structures as they can become a "means to an end". 00:05:06.720 --> 00:05:10.860 For example, the game does have unlockable cities - which is just to limit player choice 00:05:10.860 --> 00:05:12.520 at the beginning of the game. 00:05:12.520 --> 00:05:17.341 But Jamie acknowledges that some people will play each city until the threshold, unlock 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 00:05:21.430 --> 00:05:23.530 the game and can stop playing. 00:05:23.530 --> 00:05:27.539 We should remember that goals are a checklist that can be completed. 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 00:05:32.010 --> 00:05:33.919 purpose and direction. 00:05:33.919 --> 00:05:39.400 But measurements of your skill - such as leaderboards and scoring systems, have no finish: you can 00:05:39.400 --> 00:05:43.960 continue to improve on your personal best forever - which partly explains why we can 00:05:43.960 --> 00:05:48.280 still play Tetris after three decades. 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 00:05:53.080 --> 00:05:55.110 of behavioural psychology. 00:05:55.110 --> 00:06:00.229 When thinking about motivation, one of the most popular models is the idea of extrinsic 00:06:00.229 --> 00:06:02.259 and intrinsic motivation. 00:06:02.259 --> 00:06:06.759 To make it simple, extrinsic motivation is when we are doing a task for reasons beyond 00:06:06.759 --> 00:06:09.960 the task itself - usually in order to receive a reward. 00:06:09.960 --> 00:06:12.930 Or, as that's better known: a job. 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 00:06:17.360 --> 00:06:19.800 because we find it enjoyable or meaningful. 00:06:19.800 --> 00:06:22.970 Or, as that's better known: a hobby. 00:06:22.970 --> 00:06:27.009 Intrinsic motivation is shown to be far stronger - and it lasts longer too. 00:06:27.009 --> 00:06:29.780 People can enjoy a hobby for a lifetime. 00:06:29.780 --> 00:06:33.300 Extrinsic motivation will only last as long as the rewards are there. 00:06:33.300 --> 00:06:37.340 Just see if someone will still work in your factory after you stop paying them. 00:06:37.340 --> 00:06:40.159 And this bring us back to that classroom from earlier. 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 00:06:44.430 --> 00:06:45.600 before the study began. 00:06:45.600 --> 00:06:47.980 They were intrinsically motivated. 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, 00:06:52.020 --> 00:06:53.690 and the second group wasn't. 00:06:53.690 --> 00:06:58.319 Afterwards, the researchers continued to watch the kids in their classroom for a couple weeks 00:06:58.319 --> 00:07:01.279 and found that the children who received a reward for their drawing? 00:07:01.279 --> 00:07:05.120 Well, they showed much less interest in drawing afterwards. 00:07:05.120 --> 00:07:07.449 And their pictures were of a lower quality too. 00:07:07.449 --> 00:07:11.210 Which is - wow, way to burn a bunch of kids, science. 00:07:11.210 --> 00:07:13.599 This is called the overjustification effect. 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 00:07:18.099 --> 00:07:23.490 task that we already find intrinsically motivating, we suddenly become way less interested in 00:07:23.490 --> 00:07:24.490 the task. 00:07:24.490 --> 00:07:29.669 And other studies show rewards also make people less creative, worse at problem solving, more 00:07:29.669 --> 00:07:35.710 prone to cheating, and may lose motivation entirely once the rewards stop - even though 00:07:35.710 --> 00:07:37.879 previously they were happy to do it for its own sake! 00:07:37.879 --> 00:07:38.879 Whoops! 00:07:38.879 --> 00:07:42.349 And I think we can apply this idea to game design. 00:07:42.349 --> 00:07:46.729 Because there are certainly games that lean more towards intrinsic motivation. 00:07:46.729 --> 00:07:52.039 Like games that focus on exploration, creativity, expression, and growth. 00:07:52.039 --> 00:07:55.999 There are games where you set your own goals and expect no rewards in return. 00:07:55.999 --> 00:08:00.680 And so when more extrinsically motivating systems - like explicit goals, progression 00:08:00.680 --> 00:08:05.610 meters, and achievements - are added to these games, our motivation can take a hit. 00:08:05.610 --> 00:08:07.689 We become blinkered to creative solutions. 00:08:07.689 --> 00:08:10.069 We're less motivated to improve ourselves. 00:08:10.069 --> 00:08:13.180 We put an arbitrary threshold on how much we attain. 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 00:08:17.789 --> 00:08:20.120 losing us entirely. 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 00:08:24.289 --> 00:08:26.550 more intrinsically motivating games. 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 00:08:31.509 --> 00:08:32.509 themselves. 00:08:32.509 --> 00:08:36.320 For every Minecraft super fan who generates their own fun, there's someone else who is 00:08:36.320 --> 00:08:38.620 simply lost and without direction. 00:08:38.620 --> 00:08:41.870 It reminds me of my all-time favourite Steam forum post. 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 00:08:46.579 --> 00:08:49.880 decide when you are satisfied with the information you have found". 00:08:49.880 --> 00:08:54.949 To which the thread's author replied, "how do I decide when I am satisfied?". 00:08:54.949 --> 00:08:57.130 That post keeps me up at night. 00:08:57.130 --> 00:09:02.540 Anyway - the nice thing about goals and rewards is that they can provide structure and progression 00:09:02.540 --> 00:09:03.540 to play. 00:09:03.540 --> 00:09:07.220 So they can still be used, they just have to be applied carefully. 00:09:07.220 --> 00:09:12.420 For example, with goals - it's better to use large, overarching goals that players can 00:09:12.420 --> 00:09:17.510 complete however they want, rather than restrictive step-by-step instructions. 00:09:17.510 --> 00:09:22.950 You can focus on comparative metrics, like leaderboards, histograms, and personal bests, 00:09:22.950 --> 00:09:25.220 rather than absolute thresholds. 00:09:25.220 --> 00:09:30.949 Make goals optional, like Hitman's challenges, or hidden, like Outer Wilds' achievements. 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 00:09:36.139 --> 00:09:39.110 to not trigger the overjustification effect. 00:09:39.110 --> 00:09:43.660 Because, in that study with the children - there was actually a third group: children that 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. 00:09:49.140 --> 00:09:53.079 In the following weeks, these children spent the largest amount of time drawing… of all 00:09:53.079 --> 00:09:56.980 - if only by a small margin beyond the kids without rewards. 00:09:56.980 --> 00:10:01.360 This, and plenty of other studies, show that rewards can have a motivational effect in 00:10:01.360 --> 00:10:06.509 intrinsic situations - provided that they're unexpected, reasonably low value, and feel 00:10:06.509 --> 00:10:09.350 tied to the actual performance of the action. 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 00:10:13.900 --> 00:10:16.690 reel showcasing the best moment in the match. 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 00:10:21.250 --> 00:10:22.740 the starring role. 00:10:22.740 --> 00:10:26.440 And this is all over Nintendo's latest blockbusters. 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: 00:10:31.160 --> 00:10:34.380 but here's a cheeky cache of coins as a pat on the back. 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. 00:10:40.259 --> 00:10:45.050 As Nintendo's Bill Trinen says: "When they create their games, [Nintendo's designers] 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. 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 00:10:53.600 --> 00:10:54.600 surprise. 00:10:54.600 --> 00:10:59.550 In my mind, that really encourages the sense of exploration rather than the sense of 'If 00:10:59.550 --> 00:11:06.230 I do that, I'm going to get some sort of artificial point or score'." 00:11:06.230 --> 00:11:09.000 Hey, thanks for watching! 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 00:11:14.529 --> 00:11:18.720 of my Patrons for supporting this work and making these videos possible. 00:11:18.720 --> 00:11:20.839 You are amazing.