Achievements (and other platform reward structures like Trophies) satisfy a very important human need for validation. We want social approval and an “official” recognition of our accomplishments is valuable to us, it endorses our decisions and allows us to believe that we make a worthwhile contribution to our community. Achievement points may not have material … Continue reading
In his excellent, exhaustive (though ultimately inconclusive) GDC 2010 lecture “Achievements Considered Harmful?“ Chris Hecker raises the issue of extrinsic rewards, specifically platform achievements/trophies, and asks whether they might be having a negative effect on the industry as a whole. (Chris is sort of the unofficial conference gadfly and often uses his talks to generate further debate.) … Continue reading
Now that we have seen how games meet a player’s needs through gratification and rewards, how can a game be improved to do a better job of meeting those aspirations and therefore appeal to more players? There are four aspects of how a need is met that make it more likely. Expected Would you rather … Continue reading
The primary difference between gratification and reward is the timing of the need fulfillment. If the need is satisfied during the activity, then the player experiences gratification. If the need is satisfied as a result of the activity, the player feels rewarded. A well-designed game will satisfy the player’s needs through both methods at the same … Continue reading
Previously, we’ve defined games as “interactive experiences constrained by mechanics designed to reliably satisfy common exotelic aspirations“. In other words, humans have needs. Some of those needs are aspirational, meaning they aren’t necessary, but produce a positive emotion when met. And some of those aspirations are exotelic, meaning they are not fulfilled by getting something, but … Continue reading