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This reminded me of an old post of mine many years ago where I was complaining about people's attitudes and actions related to Achievements where it came to "boosting" and other actions that spoil competitive games, especially with poorly written achievements.

So, basically many of the negative effects of the overjustification effect. :)

That "100 books read" example is a perfect analogy for a poorly written Achievement having an unintended negative effect - because it is stupidly and easily 'boosted' in the manner you describe. However a better 'written' Achievement could theoretically have resulted in more of the actually desired behaviour (albiet still vunerable to the overjustification effect when it comes to reducing intrinsic motivation!).

Brain dumping here, but in some ways this seems to come down to ability to measure things. If the desired behavour is 'an intrinsic motivation to read more' - how would you make an Achievement that measured that? :-O

Although not directly related, this reminds me of a maddening discussion I had a few months ago with an acquaintance.

Were were discussing this overjustification effect, except that he was trying to spin things around the other way. He claimed that the highest human value is created within communities, and that thus finding intrinsic motivation in (non-communal) activities was deficient alternative to communal valuation of work, and that the ideal situation would be one where people value external rewards or praise (coming from others, i.e. the "community") for their activities more than the activities themselves. He was basically arguing that overjustification was the baseline proper human attitude towards most activities.

I've also encountered quite a few gamers and game developers who, along similar lines but likely for different reasons, rather strongly insist that goals and rewards, rather than free play as you call it, are the soul of games themselves (this position is one you dealt with on your series on play aesthetics, IIRC). They tend to draw a line between Achievements and in-game yet explicit rewards/goals, but I wonder how thick that line is.

On a more direct level, I certainly know what you mean from experience; indeed, I remember an amusing situation during the previous Steam Winter Sale during which I sat down and played numerous games merely as a way to earn coal to turn into coupons. Looking back, I can say quite confidently that the coal-collecting metagame didn't make me enjoy the games I was playing, even the ones I had previously enjoyed (such as Orcs Must Die! and Bastion).

This is something I struggled with in Skyrim, for sure. I enjoy Elder Scrolls games most when I'm exploring the world and trying to figure something out. That can work when there are quests associated with exploration or not. I loved the part of Morrowind when I had to go into the ashlands and make friends with the Ashlanders, which was quest-driven; and I loved finding the Gray Fox's secret lair in Oblivion, which wasn't. In both cases, I felt like I was diving into something unknown and having to read my surroundings. That's the feeling I love in those games.

Skyrim never once scratched that itch, and I'm not sure why. Part of it is the generative quest system, which quickly teaches you that similar things will happen wherever you go. Variations between locations are weakened because they share templates. I see where they were going with the quest system, but for me it had the effect you're talking about here - all those entries in my quest log just sapped my intrinsic motivation.

I think there might be a missed opportunity there, in fact. So you have a template of semi-generic actions that makes up a quest, okay. One way to use that is to instantiate it, write it explicitly on a piece of paper, and hand it to the player. But you could also just apply it retroactively. If the player has performed a series of actions that fits a template, trigger an appropriate reward or consequence. You'll probably finish fewer quests, but is that a bad thing? And what you get in return might be a world that feels responsive, rather than demanding.

Great comments - thanks! Let me pick up some points.

Rik: "...this seems to come down to ability to measure things. If the desired behavour is 'an intrinsic motivation to read more' - how would you make an Achievement that measured that?"

On the Xbox 360, one way would be an Achievement earned by not turning on the console at all. >:) I think a lot of Achievement culture is tied up with measurement, as you suggest, but I don't think all goals are attainable from travelling in this direction.

Garrick: Your friend's argument has some teeth, but he would be safer arguing this in terms of a virtue ethical theory (MacIntyre's would be perfect) than in terms of measurables. Because the nature of the measurable's interaction with the social is mediation by bureaucracy - and then the value the group places on it is not necessarily social at all, but simply formulaic. Note that discussion of the overjustification effect doesn't cover praise - only tangible rewards specified in advance. Praise may be understood as extrinsic, but it doesn't produce overjustification effects. In this regard, your friend is on the right track! :)

"They tend to draw a line between Achievements and in-game yet explicit rewards/goals, but I wonder how thick that line is."

Great point, since this line gets thinner the more gamer culture presupposes the Achievement/Trophy as the measure of success in all contexts. There are definite issues here we aren't looking squarely in the face.

LineHollis: Developers of cRPGs (myself included) have often been drawn to the generative approach, but it always suffers from the problems you outline here, and I suspect it always will. Your retrospective spin on this is interesting, but monstrously difficult to implement in practice! My own attempts floundered on giving the player a sense of connectivity between action and response - and this turns out to be far more difficult than expected.

All the best!

When I design trophy sets I try to make them cut across the grain of the main game. I try to make them easy but unexpected: "Here's a different way to play. Try playing the game in order to accomplish THIS and see how it feels." I tell myself that this approach is better than the "collect 100 butterfly wings" sort of achievements, but considering the research you cited, it might not make much of a difference.

I think what you've posted gets right to the heart of what I hate about gamification. Yes, as designers we can use the Skinner box approach to coax players into grinding: Keep killing kobolds and occasionally one will drop something epic! But such experiences aren't very fun. We may feel a compulsion to engage in them, but that doesn't mean that we enjoy them. I've never heard anyone say they enjoy grinding. They just see it as a necessary evil to get the piece of candy at the end.

A good play experience is one where the act of playing is itself enjoyable. The moment-to-moment actions are structured to be fun in and of themselves, not because they're steps toward an arbitrary goal.

I've never seen any gamification pitch that actually touched on real game design -- how to structure an experience so that it's entertaining in and of itself. (Probably because that sort of restructuring with most real-world tasks is very, very hard.) Instead gamification take one tangential aspect of games (grinding toward a goal) and uses it as a solution for everything.

Brian: nice observations. One word of caution:

"I've never heard anyone say they enjoy grinding."

I make the point in "Imaginary Games" that 'grinding' is expressly a term of disapproval. So you're unlikely to hear anyone say they enjoy grinding, because if they're enjoying the grind it is not de facto grinding (it's "having fun").

Personally I *would* say, with a little self-reflection, that I love grinding (in the wider sense of the word) - I love it a little too much! The problem I have when I play Minecraft is that my imagined rewards are compelling enough to motivate me through the grinding involved in the mining process (and that you can find surprises only helps this). But at least here, the compulsion is a direct consequence of the gameplay, and cannot bleed out of the game world.

What troubles me about the gamification of games is precisely the extrusion of the compulsion from the neat containment within the game worlds to a meta-level that intrudes upon every day life. I believe we ought to think carefully about what we're doing in this regard.

Best wishes!

Chris, here's are two hypothetical questions:

If you could perform a different, less repetitively task to achieve the same reward as the grind, would you choose that instead? And if there was no reward, would you ever grind just for fun?

When I say, "no one enjoys grinding" I don't mean that there's no pleasure in the totality of the experience, but rather that there's no enjoyment in the moment-to-moment performance of the mechanic. Grinding occurs when a mechanic that is dull by itself is made palatable only because of the construction of a framework of imagined reward.

So I suppose that, actually, I'm expressing a tautology. I'm defining "grinding" in such a way that it's impossible for someone to say they enjoy it ... .

Great article. Overjustification has most certainly compromised my own enjoyment of games, and now I feel like I better understand why.

How is it that "gamification" has become the official term for these types of artificial incentives, anyway? Aren't we speaking of something that existed far before modern-day achievement-hunting? Heck, Cub Scouts had badge unlocks far before Playstation.

I guess one reason this classification bothers me is because I believe the achievement structure (or "metagame") shouldn't be confused with actual game design (such as level structure, a game's win/lose conditions, fine-tuning the world's physics and player control, etc) -- which is more directly tied to what you refer to as a game's intrinsic enjoyment. To me, this classification makes as much sense as categorizing, say, the voice acting in a cutscene under "game design" as well.

Brian: I think you answered your own question there! It's easy to end up defining grind as a tautology like this. I think it can be helpful to expand the term to cover the enjoyable territory adjacent to that empty void. :)

Tim: "How is it that 'gamification' has become the official term for these types of artificial incentives, anyway? Aren't we speaking of something that existed far before modern-day achievement-hunting? Heck, Cub Scouts had badge unlocks far before Playstation."

Oh, absolutely! They date back a long, long way before videogames, and the scout badges are a good example to cite. Of course, these are based on military reward schedules that are far, far older - what is a medal if not extrinsic reward for a soldier doing their duty? ;)

To be clear, "gamification" is the term used to describe the export of these external incentives from games as such to other activities that are not overtly game-like - it became a craze after the success of social media sites like Facebook showed just how easy it was to take extrinsic rewards and apply them in non-game contexts.

In this piece, I subvert the term by talking about "gamification of games" - but my use of the term here is intentionally ironic. :)

"I guess one reason this classification bothers me is because I believe the achievement structure (or "metagame") shouldn't be confused with actual game design (such as level structure, a game's win/lose conditions, fine-tuning the world's physics and player control, etc) -- which is more directly tied to what you refer to as a game's intrinsic enjoyment."

Sure, but of course these lines become very blurred. In an RPG, the reward structures are part of the core play of the game - and indeed, it is ultimately from this that we get Achievements outside of the game. The vector of videogame design has been the gradual domination of the core mechanics of Dungeons and Dragons. :o

For some time, it's been games-within-games-within-games - there's a strong intuitive tendency to want to draw the line at the boundary of the fictional world of the game, which is how you end up calling the achievements the 'metagame' (meta, because it's outside that fictional world). Bungie, I think, were responsible for misusing this term in this way, but now its in use with this context it has taken on this additional meaning. I accept this as inevitable, but I'm resistant since it seems that this is just a way of covering up what is really going on - the use of BF Skinner style reward structures at every scale the game is operating.

Thanks for commenting!

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