Game Design
Motivation (SDT)
Why do people play Minecraft without achievements, XP, or leaderboards? Because intrinsic motivation + SDT is stronger than any external rewards.
- **World of Warcraft** - guilds create relatedness that keeps players for years
- **Dark Souls** - competence through mastery. Every victory is earned
- **Breath of the Wild** - autonomy in exploration without XP grind
Intrinsic Motivation
**Intrinsic motivation** - doing something for the process itself. Playing because it's fun, not for a reward. The strongest and most sustainable type of motivation.
**Overjustification effect.** Paying someone for an intrinsically fun activity causes motivation to drop. Children drew for fun, received rewards - then stopped drawing without them.
**How to create intrinsic motivation:** - Core gameplay must be satisfying on its own - Rewards enhance, not replace fun - Freedom to explore, experiment - Mastery feels rewarding without external validation
A player completes boring daily quests for currency. What type of motivation is this?
Extrinsic Rewards
**Extrinsic rewards** - XP, achievements, loot, currency. They motivate through external validation. Not inherently bad, but dangerous if they replace intrinsic fun.
**Variable ratio reinforcement** - the most engaging schedule. Slot machines, loot boxes, random drops. Powerful, but ethically questionable.
**When rewards work:** - As a celebration of success (not the reason to play) - When core gameplay is already fun - When the player feels they earned it, not just received it - When they don't replace meaningful gameplay
Breath of the Wild has no XP - only exploration rewards. Why does this work?
Autonomy
**Autonomy** - the sense of control and freedom of choice. One of the three pillars of Self-Determination Theory. Players are motivated when they feel their decisions matter.
**Illusion of choice** is often enough. Mass Effect dialog wheels give a sense of agency, even if outcomes are similar. Perception of control matters more than actual control.
**Elements of autonomy:** - **What:** choice of goals (main quest vs side content) - **How:** choice of approach (stealth vs combat) - **When:** choice of pace (speedrun vs exploration) - **Who:** choice of character/class/build
Elden Ring gives freedom in the order of bosses. How does this affect motivation?
Competence
**Competence** - the sense of mastery and skill growth. The second pillar of SDT. Players are motivated when they feel they are getting better and overcoming challenges.
**Mastery curve** - competence grows along an S-curve. Quickly at first, plateau in the middle, slowly at the top. Games should reward all stages.
**How to strengthen competence:** - Clear feedback on mistakes (why did I die) - Replay/comparison (before/after) - Metrics improvement (faster time, fewer deaths) - Community acknowledgment (ranks, titles)
In Hades the character dies and the run resets, but each attempt feels like progress. Why?
Relatedness
**Relatedness** - connection with other people or characters. The third pillar of SDT. Social bonds are a powerful motivator. MMOs live on relatedness for years.
**Singleplayer relatedness.** No multiplayer needed. Emotional connection to characters (Last of Us, Mass Effect) creates powerful relatedness.
**Design for relatedness:** - Characters with depth and growth - Shared goals in multiplayer - Community features (guilds, clans) - Social media integration - Storytelling through relationships
Rewards are the main motivator in games
Autonomy, Competence, Relatedness create deep motivation. Rewards only work on top of intrinsic fun
Games with the best reward systems but no core fun - fail. Games with core fun but no elaborate rewards - succeed (Minecraft vanilla)
WoW players stay in the game for years, even when the gameplay is outdated. Why?
Key Ideas
- **Intrinsic motivation** > extrinsic rewards. Gameplay must be fun on its own
- **SDT:** Autonomy (control), Competence (mastery), Relatedness (connection) - three pillars of sustainable motivation
- **Rewards enhance**, don't replace intrinsic fun. The overjustification effect kills motivation
Related Topics
Motivation is connected to engagement and retention:
- Flow State — Flow - the state when motivation is at its peak
- Player Types — Different types are motivated by different SDT components
Вопросы для размышления
- Which games sustain intrinsic motivation (fun) versus those relying on extrinsic motivation (grinding rewards)?
- Which SDT component - autonomy, competence, or relatedness - tends to be the strongest driver in long-lived games?
- Recall a game where rewards killed intrinsic fun. What went wrong?