Chapter 10 Congratulations! Selecting the Right In-Game - - PowerPoint PPT Presentation

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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?


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Chapter 10 Congratulations! Selecting the Right In-Game Achievements

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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?
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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

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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

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Best Practice

  • Use measurement achievements instead of completion achievements

to increase intrinsic motivation through feedback.

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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.
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Best Practice

  • Reward players for boring tasks and give them feedback for

interesting ones. Make achievements for interesting tasks attentional.

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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

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Best Practice

  • Make achievements challenging for the greatest returns in player

performance and enjoyment. Phrase achievements and design interactions to increase player self-efficacy.

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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.

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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.
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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.

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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.

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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
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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.

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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
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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.

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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
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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.

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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!
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Best Practice

  • Don't use negative achievements as a punishment for failure. Provide

feedback within the system that can assist struggling players.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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

performances within the group setting.