Chapter 10 Congratulations! Selecting the Right In-Game - - PowerPoint PPT Presentation
Chapter 10 Congratulations! Selecting the Right In-Game - - PowerPoint PPT Presentation
Chapter 10 Congratulations! Selecting the Right In-Game Achievements Overview What is an in-game achievement? What are the different types of in-game achievements? Which in-game achievement is appropriate in which situation?
Overview
- What is an in-game achievement?
- What are the different types of in-game achievements?
- Which in-game achievement is appropriate in which situation?
Introduction
- Achievements are A HOT topic
- We need to learn to utilize players to their fullest potential
- Only the achievements, which were forethought designed, could have
positive effects on players.
- Achievements designed properly could improve the player’s
experience and the quality of a game.
- Alternatively, the effects of poorly designed achievements are
undetermined
- There are many studies about this topic. Let’s deconstruct how
achievements are currently used in games first
Measurement vs. Completion Achievements
- Measurement and completion achievements describe two distinct
conditions under which we reward players for their actions.
- Measurement achievements are given to players for completing a
task to a certain degree.
- Their performance can be measured against other players' performance, their
- wn performance, or some standard set by game designers.
- Completion achievements are offered as an award once a task is
completed.
- Performance contingent achievements: require skill to complete
- Non-performance contingent achievements: awarded for simply being
present
Best Practice
- Use measurement achievements instead of completion achievements
to increase intrinsic motivation through feedback.
Boring vs. Interesting Tasks
- Achievements are earned for the completion of a task or series of
tasks.
- If a task is boring, the reward structure associated with it has to be different
from tasks that are inherently interesting to the player.
- Boring tasks (such as trade skills in MMOs) can be paired with
extrinsic motivators, like achievements, in order for players to engage in them.
- Interesting tasks, which the player would engage in without any form
- f additional motivation, do not need to be reinforced with rewards.
Best Practice
- Reward players for boring tasks and give them feedback for
interesting ones. Make achievements for interesting tasks attentional.
Achievement Difficulty
- The difficulty of achievements is addressed twice by designers.
- The actual difficulty of achievements needs to be on a level that is attainable but
challenging to the players.
- Players' self-efficacy for the task(s) associated with the achievement must be high
enough that they feel confident in attempting it.
- Achievements that are too difficult will not even be attempted by players,
and those that are too easy will be completed quickly and won't provide an adequate challenge.
- Player self-efficacy is another important factor that game designers must
consider.
- Goal commitment, strategy creation and use, and a more positive response to
negative feedback
Best Practice
- Make achievements challenging for the greatest returns in player
performance and enjoyment. Phrase achievements and design interactions to increase player self-efficacy.
Goal Orientation
- Players' goal orientation must be considered when designing
achievements, as it will influence how they experience a game through goals they set for themselves.
- Performance orientation and mastery orientation
- Players who favor a performance orientation are concerned with
- ther people's assessment of their competence.
- Players who have a mastery orientation are concerned more with
improving their own proficiency.
Best Practice
- For complex tasks requiring creativity or complicated strategies, try to
instill a mastery orientation.
- For simple or repetitive tasks, instill a performance orientation. Try to
keep new players who are still learning how to play in a mastery
- rientation.
Expected vs. Unexpected Achievements
- Players either know what achievements can be earned before they
play a game or they come upon them unexpectedly during play. Expected and unexpected achievements have different effects on players and can both be utilized to improve player experience.
- Expected achievements allow players to set goals for themselves
before they begin.
- In addition, expected achievements also allow players to create a
schema, or a mental model, of game play before they begin.
- Unexpected achievements are relatively uncommon in video games
but can also have potential benefits to players.
Best Practice
- Primarily use expected achievements so players can establish goals
for themselves and create a schema of the game. Make sure achievement descriptions accurately reflect what needs to be done by the player and why it is important.
- Unexpected achievements can be used sparingly to encourage
creative play.
When Achievement Notification Occurs
- Players must be made aware of their accomplishment
- Notified immediately or delayed
- Immediate feedback can improve LEARNING and efficiency
- Especially important when using measurement achievements that directly
relate to player performance
- Newer players benefit more from this type of feedback than more
experienced players would
- Increasingly delayed feedback will be more effective for experiences
players
- Careful! Achievement notification during play may disrupt
- give players achievement notification after a natural break in play
Best Practice
- For games with no clear break in play, give immediate feedback with
an unobtrusive popup accompanied by a longer explanation available after play.
- For games with clearly defined play sessions and those that require a
greater deal of concentration, it is better to use delayed notification.
- Try to give new players immediate feedback and give more
experienced players delayed feedback.
Achievement Permanence
- Long after a player earns an achievement, he or she may want to
reflect on the experience
- Permanent achievements allow players to relive their former glory
- Digitally tangible: earning an achievement
- Stored lists: description of the achievement
- Impermanent ones exist only when the player is first notified
- Verbal reinforcements
Best Practice
- Give players the opportunity to go over their earned achievements
using some kind of stored list.
- Digitally tangible rewards are a great incentive but won't keep the
player around after the reward is earned.
Who Can See Earned Achievements?
- Achievements will be shared, but varies by game.
- Player’s decision
- Social Approval
- Earned achievements that act as a resume
- MMOs
Best Practice
- Making earned achievements viewable to other players is a powerful
incentive.
- To prevent players from being excluded because of their lack of
experience, create achievements for players who take other players under their wing.
- Let players display a few achievements they are proud of to increase
motivation and highlight their play style.
Negative Achievements
- Some achievements are given to players when the player fails, he or
she may earn the negative achievement.
- Negative achievements are the digital equivalent of pouring salt on a
wound
- If players know that there are negative achievements in the game,
they will try to avoid them
- But be careful of using it!
Best Practice
- Don't use negative achievements as a punishment for failure. Provide
feedback within the system that can assist struggling players.
Achievements as Currency
- Earned achievements could be used as virtual currency in games.
- points, coins, or stars and later use them to purchase in-game items or real-
world objects
- Research: Monetary rewards have greater returns on task
performance than tangible rewards
- rewards were tied to inputs rather than outputs
- Currency rewards have been shown to decrease intrinsic motivation
for the recipients of the reward
Best Practice
- Offer players currency for completing tasks instead of rewards to give
them a greater sense of control.
- Reward the inputs rather than the outputs
- Use a currency system to enhance a game, but don't attempt to make
currency acquisition the main reason players engage in an activity.
Incremental and Meta Achievements
- Incremental achievements are awarded in a chain for performing the
same task through scaling levels of difficulty.
- Meta achievements are earned for completing a series of
achievements that are for different tasks.
- Both incremental and meta achievements can be used as a type of
scaffolding, a "training wheels" approach used in teaching.
- It's broken up into smaller pieces and sequenced like a training program.
- Breaking the task up into pieces also has the side benefit of helping players
create a schema about how the more complex task is structured.
- The amount of challenge each one provides are important things to
keep in mind.
Best Practice
- Use these types of achievements to hold the players' interest for
longer periods of time and guide them to related activities.
- Make the spacing between incremental achievements, both in time
and physical location, separated enough so that players don't feel too controlled.
Competitive Achievements
- Competitive achievements require players to face off with one
another in either direct confrontations or indirectly through their scores on solo tasks.
- Some research indicates that competition can increase overall
enjoyment and attitude toward a given task.
- Computer science classes in particular have noted success in their
implementation of competition to make classes more interesting.
- Other studies indicate that under certain circumstances competition
should be avoided.
Best Practice
- If competitive achievements are used in a game, make them available
- nly after players are comfortable with game play and no longer
learning the ropes.
Non-Competitive Cooperative Achievements
- Cooperative achievements are earned by players working toward a
goal together in a game.
- In multi-player games where players can interact with peers
- Reward assists
- Most research supports the use of cooperative environments to
improve performance.
- Risks:
- Attitude polarization in groups, which often leads to more cautious or risky
decision making as a whole
- Process loss, which can take place if the additional workload from
coordinating communication and assisting others hinders group performance.
Best Practice
- To foster a cooperative environment, offering achievements for more
advanced players to assist less experienced players is an option.
- The groups for cooperative achievements should be kept relatively
small to decrease social loafing and process loss.
- The metrics used for earning achievements should assess individual