kill the prince

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KILL THE PRINCE ADDRESSING PLAYER MOTIVATIONS Justin ACHILLI

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Video game design principles of player motivation applied to the creation of World of Darkness Storyteller chronicles. Delivered during Atlanta by Night, September 2012. You may want to the install Bebas Neue font, to increase legibility: http://www.fontsquirrel.com/fonts/bebas-neue

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Page 1: Kill the Prince

KILL THE PRINCE ADDRESSING PLAYER MOTIVATIONS

Justin ACHILLI

Page 2: Kill the Prince

WHO THE HELL IS THIS DUDE? INTRODUCTION

•  Started  at  White  Wolf  in  1995  

•  Le3  and  came  back  a  bunch  of  9mes  

•  Now  at  Red  Storm  (Ubiso3)  

•  Freelancing  for  Onyx  Path  Publishing  

JUSTIN ACHILLI

•  Vampire:  The  Masquerade  

•  Vampire:  The  Requiem  

•  WOD  MMO  

•  Assassin’s  Creed:  Revela0ons  

•  Social  games  on  Facebook  

•  Unannounced  AAA  project  

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What About Games is Rewarding? Why Do We Play Games?

KILL THE PRINCE and you can choose your reward

SHITLOADS of

Dracula POINTS

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PART MOTIVATION and reward

1

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TYPES OF MOTIVATION

WHY DO Players DO WHAT THEY DO? Motivation and Reward

EXTRINSIC

INTRINSIC

•  Because  someone  else  told  me  to  do  it.  

•  Because  you’ll  kick  my  ass  if  I  don’t.  

•  Because  I’ll  get  something  for  it.  

•  For  its  own  sake.  

•  Because  it’s  fun.  

•  To  learn.  

•  Because  it  contributes  to  my  image  of  myself.  

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TYPES OF REWARD EXOGENOUS ENDOGENOUS

•  Unrelated  to  the  ac9vity.  

•  Ex.:  Eat  this  weird  sandwich  I  found  in  the  garbage  and  you  can  have  a  book.  

•  Ex.:  Shoot  an  alien  and  you  can  have  some  points.  

•  Directly  related  to  the  ac9vity.  

•  Can  make  you  be3er  at  the  ac9vity.  

•  Ex.:  Buy  one  book,  get  another  book  free.  

•  Ex.:  Kill  the  vampire  Prince  and  you  can  have  some  vampire  powers.  

WHY DO Players DO WHAT THEY DO? Motivation and Reward

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Trigger  

Interval:  A  length  of  9me  

Ra0o:  An  ac9vity  or  ac9on  

Frequency  

Fixed:  Consistent  

Variable:  Occurring  at  different  9mes  

Trigger  +  Frequency  =  Reward  

Rewards: Trigger and Frequency

The  human  mind  is  hard-­‐wired  to  enjoy  surprise.  

 

In  video  games,  a  variable  ra9o    reward  scheme  is  the  most  effec9ve  combina9on  for  long-­‐term  reten9on.    

WHY DO Players DO WHAT THEY DO? Motivation and Reward

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THEREFORE

(motivation)(reward) = how much the player cares

WHY DO Players DO WHAT THEY DO? Motivation and Reward

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PART Motivation In Play

2

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Overcoming  challenge  Competence  

“Flow”  

MASTERY

Ownership  of  fate  Voli9on  Agency  

AUTONOMY

Recogni9on  of  Accomplishment  

Context  Comparison  

RELATEDNESS

WHAT DOES A PLAYER Need? Motivation in play

motivations inform the game experience

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•  Controls  and  HCI  

•  Game  systems  

•  An  understanding  of  how  to  effect  change  in  the  game  space  

•  Difficulty  of  overcoming  challenges  

“I’ll  use  a  monofilament  katana  to  kill  the  Prince  and  protect  myself  from  his  blood  rockets  with  my  armor-­‐plated  trenchcoat  that’s  also  warded  against  Thaumaturgy.  Then  I’ll  go  Crinos.”  

Mastery

WHAT DOES A PLAYER Need? Motivation in play

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•  Freedom  to  explore  

•  Not  just  geography,  but  also  conceptual  constructs  and  system  combina9ons  

•  Sect  and  clan  dynamics,  Traits,  the  Tradi9ons,  Discipline  permuta9ons,  etc.  

•  Se^ng  one’s  own  goals  

•  Choosing  who  and  what  to  interact  with,  as  well  as  how  

“Once  I’ve  killed  the  Prince,  shall  I  become  the  next  despot  in  his  stead?  Should  I  tear  down  the  reminders  of  his  tyranny?  Might  I  even  cede  the  domain  to  the  Sabbat?”  

AUTONOMY

WHAT DOES A PLAYER Need? Motivation in play

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•  The  presence  of  other  people;  a  shared  experience  

•  Coopera9on  and/  or  compe99on  

•  A  sense  of  cause  and  effect  

•  Apprecia9on  for  what  the  player  has  done  

•  Reputa9on  

“Do  you  know  who  I  am?  I’m  the  motherfucker  who  killed  the  Prince!  <guitar  solo>.”  

RELATEDNESS

WHAT DOES A PLAYER Need? Motivation in play

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Flow: ChAllenge Difficulty

Flow  is  a  state  of  cosmic  awesome.  

•  Being  in  the  zone,  finding  the  Muse,  “at  one  with  the  universe,”  etc.  

•  Immersion  in  the  challenge  and  the  environment.  

•  The  op9mal  manifest  of  player  capability  and  challenge  posed.  

Time  and  Player  Skill  (Character  Competency)  

Challenge  Difficulty

 

Too  Easy  (boredom,  apathy)  

Too  Hard  (frustra9on,  anxiety)  

WHAT DOES A PLAYER Need? Motivation in play

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PART Framing the Result

3

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Name Your Reward •  Came  from  playing  the  game.  

•  Only  marginally  related  to  playing  the  game.  

•  Have  lidle  real  meaning  in  the  context  of  the  game.  

•  Suggest  rather  than  demonstrate  mastery.  

•  Minimal  relatedness  to  the  game  world.  

•  Offer  an  unrelated  sense  of  progression.  

•  Infinitely  repeatable…  …but  why  bother?  

Satisfying the Needs Framing the Result

SHITLOADS of

Dracula POINTS

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Name Your Reward •  Came  from  playing  the  game.  

•  Relates  to  playing  the  game.  

•  Has  meaning  in  the  context  of  the  game.  

•  Points  back  into  the  game.  

•  Makes  the  player  beder  at  the  ac9vity  that  generated  it.  

•  New  avenue  of  mastery.  

•  More  opportuni9es  for  autonomy.  

•  Establishes  new  relatedness  to  the  game  world.  

•  Indicate  numerous  elements  of  progression.  

Satisfying the Needs Framing the Result

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Progression Specific  rewards  suit  a  wide  variety  of  players.  

•  Narra9ve  progression  

•  Character/  cumula9ve  progression  

•  Feature  progression  

•  Compe99ve  progression  

•  Social  progression  

Without  some  element  of  progression,  the  story  of  the  character  is  nonexistent.  

Satisfying the Needs Framing the Result

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PART Practical Application

4

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Your Friend, the Core Loop

Understanding Your Chronicle Practical Application

Objective

challenge result

Loops  are  flexible  

•  Loop  your  loops  

•  Short-­‐,  medium-­‐,  and  long-­‐term  

•  Account  for  player  mo9va9ons  

•  Individual  and  collec9ve  

•  Scale  challenge  difficul9es  

•  Results  include  rewards  

•  Vary  results  and  rewards  

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Short-Term Loop: Killing the Prince

Discover the nature of the enemy

Who are these vampires kicking our asses? The

Prince’s Flunkies! Outrun or overcome.

Information, XP

Understanding Your Chronicle Practical Application

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Medium-Term Loop: Killing the Prince

Find the Prince’s vulnerability

Catalog the Prince’s transgressions

Information, Leverage, XP

Understanding Your Chronicle Practical Application

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Long-Term Loop: Killing the Prince

Settle the vendetta

Kill the Prince Vengeance, Reputation,

Opportunity, XP

Understanding Your Chronicle Practical Application

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Nested Loops: Not Just for Programmers

Understanding Your Chronicle Practical Application

Any  number  of  short-­‐term  loops    

Any  number  of  medium-­‐  term  loops    

Any  number  of  long-­‐term  loops    

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Rewards: When and What?

Understanding Your Chronicle Practical Application

•  Vary  reward  triggers  and  frequency.  

•  Interval  and  ra9o  

•  Fixed  and  variable  

•  Vary  rewards  by  mo9va9on  (intrinsic  &  extrinsic).  

•  Vary  rewards  by  progression  type.  

•  An9cipate  a  great  deal  of  narra9ve  progression  in  a  storytelling  game.  

•  The  humble  Experience  Point  is  a  marvelous  reward  in  almost  every  case.  

•  Find  your  troupe’s  sweet  spot.  

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Contact + References GO Further

Contact+ References

f  facebook.com/jus0n.achilli  

t  @jachilli  

www.jus0nachilli.com  

PENS  model:  hdp://www.immersyve.com/  Csikszentmihalyi’s  Theory  of  Flow:  hdp://www.psychologytoday.com/ar9cles/199707/finding-­‐flow  Endogenous  Rewards:  hdp://chrishecker.com/Achievements_Considered_Harmful%3F  Koster’s  Theory  of  Fun  (Learning  as  a  Reward):  hdp://www.theoryoffun.com/  

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thank you