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KILL THE PRINCE
 ADDRESSING PLAYER MOTIVATIONS

             Justin
             ACHILLI
JUSTIN ACHILLI
•  Started	
  at	
  White	
  Wolf	
  in	
  1995	
  
•  Le3	
  and	
  came	
  back	
  a	
  bunch	
  of	
  9mes	
  
•  Now	
  at	
  Red	
  Storm	
  (Ubiso3)	
  
•  Freelancing	
  for	
  Onyx	
  Path	
  Publishing	
  


•  Vampire:	
  The	
  Masquerade	
  
•  Vampire:	
  The	
  Requiem	
  
•  WOD	
  MMO	
  
•  Assassin’s	
  Creed:	
  Revela0ons	
  
•  Social	
  games	
  on	
  Facebook	
  
•  Unannounced	
  AAA	
  project	
  



    INTRODUCTION
      WHO THE HELL IS THIS DUDE?
KILL THE PRINCE and you can choose your reward

      SHITLOADS
          of
       Dracula
        POINTS




Why Do We Play Games?
    What About Games is Rewarding?
PART          1
MOTIVATION and reward
TYPES OF MOTIVATION
                                    EXTRINSIC                                INTRINSIC

                               •  Because	
  someone	
                 •  For	
  its	
  own	
  sake.	
  
                                  else	
  told	
  me	
  to	
  do	
  
                                                                       •  Because	
  it’s	
  fun.	
  
                                  it.	
  
                                                                       •  To	
  learn.	
  
                               •  Because	
  you’ll	
  kick	
  
                                  my	
  ass	
  if	
  I	
  don’t.	
     •  Because	
  it	
  
                                                                          contributes	
  to	
  my	
  
                               •  Because	
  I’ll	
  get	
  
                                                                          image	
  of	
  myself.	
  
                                  something	
  for	
  it.	
  




Motivation and Reward
     WHY DO Players DO WHAT THEY DO?
TYPES OF REWARD
                                      EXOGENOUS                                  ENDOGENOUS

                               •  Unrelated	
  to	
  the	
                  •  Directly	
  related	
  to	
  the	
  
                                  ac9vity.	
                                   ac9vity.	
  

                               •  Ex.:	
  Eat	
  this	
  weird	
            •  Can	
  make	
  you	
  be3er	
  
                                  sandwich	
  I	
  found	
  in	
               at	
  the	
  ac9vity.	
  
                                  the	
  garbage	
  and	
  you	
  
                                                                            •  Ex.:	
  Buy	
  one	
  book,	
  get	
  
                                  can	
  have	
  a	
  book.	
  
                                                                               another	
  book	
  free.	
  
                               •  Ex.:	
  Shoot	
  an	
  alien	
  and	
  
                                                                            •  Ex.:	
  Kill	
  the	
  vampire	
  
                                  you	
  can	
  have	
  some	
  
                                                                               Prince	
  and	
  you	
  can	
  
                                  points.	
  
                                                                               have	
  some	
  vampire	
  
                                                                               powers.	
  




Motivation and Reward
     WHY DO Players DO WHAT THEY DO?
Rewards: Trigger and Frequency
Trigger	
  
     Interval:	
  A	
  length	
  of	
  9me	
  
                                                   The	
  human	
  mind	
  is	
  hard-­‐wired	
  
     Ra0o:	
  An	
  ac9vity	
  or	
  ac9on	
       to	
  enjoy	
  surprise.	
  

Frequency	
                                        	
  
     Fixed:	
  Consistent	
                        In	
  video	
  games,	
  a	
  variable	
  ra9o	
  	
  
                                                   reward	
  scheme	
  is	
  the	
  most	
  
     Variable:	
  Occurring	
  at	
  
                                                   effec9ve	
  combina9on	
  for	
  long-­‐
     different	
  9mes	
  
                                                   term	
  reten9on.	
  	
  
Trigger	
  +	
  Frequency	
  =	
  Reward	
  




Motivation and Reward
                 WHY DO Players DO WHAT THEY DO?
THEREFORE


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



Motivation and Reward
    WHY DO Players DO WHAT THEY DO?
PART           2
Motivation In Play
motivations inform the game experience
          MASTERY                     AUTONOMY                    RELATEDNESS




      Overcoming	
  challenge	
     Ownership	
  of	
  fate	
      Recogni9on	
  of	
  
          Competence	
                 Voli9on	
                  Accomplishment	
  
            “Flow”	
                    Agency	
                      Context	
  
                                                                    Comparison	
  



Motivation in play
     WHAT DOES A PLAYER Need?
Mastery
•    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.”	
  




     Motivation in play
                 WHAT DOES A PLAYER Need?
AUTONOMY
                               •    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?”	
  



Motivation in play
    WHAT DOES A PLAYER Need?
RELATEDNESS
•    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>.”	
  




     Motivation in play
                WHAT DOES A PLAYER Need?
Flow: ChAllenge Difficulty
                                                                                                           Flow	
  is	
  a	
  state	
  of	
  cosmic	
  
                                                                                                           awesome.	
  
                                Too	
  Hard	
  (frustra9on,	
  anxiety)	
  
                                                                                                           •  Being	
  in	
  the	
  zone,	
  finding	
  
                                                                                                              the	
  Muse,	
  “at	
  one	
  with	
  the	
  
   Challenge	
  Difficulty	
  




                                                                                                              universe,”	
  etc.	
  
                                                                                                           •  Immersion	
  in	
  the	
  challenge	
  
                                                                                                              and	
  the	
  environment.	
  
                                                                                                           •  The	
  op9mal	
  manifest	
  of	
  
                                                                 Too	
  Easy	
  (boredom,	
  apathy)	
        player	
  capability	
  and	
  
                                                                                                              challenge	
  posed.	
  
                                  Time	
  and	
  Player	
  Skill	
  (Character	
  Competency)	
  




Motivation in play
                               WHAT DOES A PLAYER Need?
PART          3
Framing the Result
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.	
     SHITLOADS
•  Suggest	
  rather	
  than	
  demonstrate	
  mastery.	
  
•  Minimal	
  relatedness	
  to	
  the	
  game	
  world.	
  
                                                                                            of
•  Offer	
  an	
  unrelated	
  sense	
  of	
  progression.	
                              Dracula
•  Infinitely	
  repeatable…	
                                                             POINTS
   …but	
  why	
  bother?	
  




Framing the Result
                       Satisfying the Needs
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.	
  




Framing the Result
                      Satisfying the Needs
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.	
  




Framing the Result
                      Satisfying the Needs
PART           4
Practical Application
Your Friend, the Core Loop
                                    Loops	
  are	
  flexible	
  

           Objective	

             •  Loop	
  your	
  loops	
  
                                         •  Short-­‐,	
  medium-­‐,	
  and	
  long-­‐term	
  
                                    •  Account	
  for	
  player	
  mo9va9ons	
  
                                         •  Individual	
  and	
  collec9ve	
  
                                    •  Scale	
  challenge	
  difficul9es	
  

     result	

    challenge	

      •  Results	
  include	
  rewards	
  
                                    •  Vary	
  results	
  and	
  rewards	
  




Practical Application
     Understanding Your Chronicle
Short-Term Loop: Killing the Prince

                              Discover the nature of the
                                        enemy	





                                                Who are these vampires
                                                 kicking our asses? The
                 Information, XP	

                                              Prince’s Flunkies! Outrun or
                                                       overcome.	





Practical Application
     Understanding Your Chronicle
Medium-Term Loop: Killing the Prince

                           Find the Prince’s
                             vulnerability	





                Information,          Catalog the Prince’s
                Leverage, XP	

         transgressions	





Practical Application
     Understanding Your Chronicle
Long-Term Loop: Killing the Prince


                             Settle the vendetta	





                  Vengeance,
                  Reputation,                 Kill the Prince	

                Opportunity, XP	





Practical Application
     Understanding Your Chronicle
Nested Loops: Not Just for Programmers
Any	
  number	
  of	
  short-­‐term	
  loops	
  	
  



        Any	
  number	
  of	
  medium-­‐	
  
                 term	
  loops	
  	
  




          Any	
  number	
  of	
  long-­‐term	
  loops	
  	
  




Practical Application
                    Understanding Your Chronicle
Rewards: When and What?
•  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.	
  




Practical Application
                Understanding Your Chronicle
Contact+ References
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/	
  
                                                                                          f	
  
                                                                          facebook.com/jus0n.achilli	
  

                                                                                           t	
  
                                                                                             @jachilli	
  
                                                                               www.jus0nachilli.com	
  




GO Further
Contact + References
thank you

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Kill the Prince

  • 1. KILL THE PRINCE ADDRESSING PLAYER MOTIVATIONS Justin ACHILLI
  • 2. JUSTIN ACHILLI •  Started  at  White  Wolf  in  1995   •  Le3  and  came  back  a  bunch  of  9mes   •  Now  at  Red  Storm  (Ubiso3)   •  Freelancing  for  Onyx  Path  Publishing   •  Vampire:  The  Masquerade   •  Vampire:  The  Requiem   •  WOD  MMO   •  Assassin’s  Creed:  Revela0ons   •  Social  games  on  Facebook   •  Unannounced  AAA  project   INTRODUCTION WHO THE HELL IS THIS DUDE?
  • 3. KILL THE PRINCE and you can choose your reward SHITLOADS of Dracula POINTS Why Do We Play Games? What About Games is Rewarding?
  • 4. PART 1 MOTIVATION and reward
  • 5. TYPES OF MOTIVATION EXTRINSIC INTRINSIC •  Because  someone   •  For  its  own  sake.   else  told  me  to  do   •  Because  it’s  fun.   it.   •  To  learn.   •  Because  you’ll  kick   my  ass  if  I  don’t.   •  Because  it   contributes  to  my   •  Because  I’ll  get   image  of  myself.   something  for  it.   Motivation and Reward WHY DO Players DO WHAT THEY DO?
  • 6. TYPES OF REWARD EXOGENOUS ENDOGENOUS •  Unrelated  to  the   •  Directly  related  to  the   ac9vity.   ac9vity.   •  Ex.:  Eat  this  weird   •  Can  make  you  be3er   sandwich  I  found  in   at  the  ac9vity.   the  garbage  and  you   •  Ex.:  Buy  one  book,  get   can  have  a  book.   another  book  free.   •  Ex.:  Shoot  an  alien  and   •  Ex.:  Kill  the  vampire   you  can  have  some   Prince  and  you  can   points.   have  some  vampire   powers.   Motivation and Reward WHY DO Players DO WHAT THEY DO?
  • 7. Rewards: Trigger and Frequency Trigger   Interval:  A  length  of  9me   The  human  mind  is  hard-­‐wired   Ra0o:  An  ac9vity  or  ac9on   to  enjoy  surprise.   Frequency     Fixed:  Consistent   In  video  games,  a  variable  ra9o     reward  scheme  is  the  most   Variable:  Occurring  at   effec9ve  combina9on  for  long-­‐ different  9mes   term  reten9on.     Trigger  +  Frequency  =  Reward   Motivation and Reward WHY DO Players DO WHAT THEY DO?
  • 8. THEREFORE (motivation)(reward) = how much the player cares Motivation and Reward WHY DO Players DO WHAT THEY DO?
  • 9. PART 2 Motivation In Play
  • 10. motivations inform the game experience MASTERY AUTONOMY RELATEDNESS Overcoming  challenge   Ownership  of  fate   Recogni9on  of   Competence   Voli9on   Accomplishment   “Flow”   Agency   Context   Comparison   Motivation in play WHAT DOES A PLAYER Need?
  • 11. Mastery •  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.”   Motivation in play WHAT DOES A PLAYER Need?
  • 12. AUTONOMY •  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?”   Motivation in play WHAT DOES A PLAYER Need?
  • 13. RELATEDNESS •  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>.”   Motivation in play WHAT DOES A PLAYER Need?
  • 14. Flow: ChAllenge Difficulty Flow  is  a  state  of  cosmic   awesome.   Too  Hard  (frustra9on,  anxiety)   •  Being  in  the  zone,  finding   the  Muse,  “at  one  with  the   Challenge  Difficulty   universe,”  etc.   •  Immersion  in  the  challenge   and  the  environment.   •  The  op9mal  manifest  of   Too  Easy  (boredom,  apathy)   player  capability  and   challenge  posed.   Time  and  Player  Skill  (Character  Competency)   Motivation in play WHAT DOES A PLAYER Need?
  • 15. PART 3 Framing the Result
  • 16. 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.   SHITLOADS •  Suggest  rather  than  demonstrate  mastery.   •  Minimal  relatedness  to  the  game  world.   of •  Offer  an  unrelated  sense  of  progression.   Dracula •  Infinitely  repeatable…   POINTS …but  why  bother?   Framing the Result Satisfying the Needs
  • 17. 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.   Framing the Result Satisfying the Needs
  • 18. 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.   Framing the Result Satisfying the Needs
  • 19. PART 4 Practical Application
  • 20. Your Friend, the Core Loop Loops  are  flexible   Objective •  Loop  your  loops   •  Short-­‐,  medium-­‐,  and  long-­‐term   •  Account  for  player  mo9va9ons   •  Individual  and  collec9ve   •  Scale  challenge  difficul9es   result challenge •  Results  include  rewards   •  Vary  results  and  rewards   Practical Application Understanding Your Chronicle
  • 21. Short-Term Loop: Killing the Prince Discover the nature of the enemy Who are these vampires kicking our asses? The Information, XP Prince’s Flunkies! Outrun or overcome. Practical Application Understanding Your Chronicle
  • 22. Medium-Term Loop: Killing the Prince Find the Prince’s vulnerability Information, Catalog the Prince’s Leverage, XP transgressions Practical Application Understanding Your Chronicle
  • 23. Long-Term Loop: Killing the Prince Settle the vendetta Vengeance, Reputation, Kill the Prince Opportunity, XP Practical Application Understanding Your Chronicle
  • 24. Nested Loops: Not Just for Programmers Any  number  of  short-­‐term  loops     Any  number  of  medium-­‐   term  loops     Any  number  of  long-­‐term  loops     Practical Application Understanding Your Chronicle
  • 25. Rewards: When and What? •  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.   Practical Application Understanding Your Chronicle
  • 26. Contact+ References 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/   f   facebook.com/jus0n.achilli   t   @jachilli   www.jus0nachilli.com   GO Further Contact + References