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10YearsofBehavioralGameDesign withBungie'sResearchBoss
byJohnHopson[Design]
Contents
10YearsofBehavioral GameDesignwithBungie's ResearchBoss Page1 Page2 Page3
23comments
June15,2012
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Thepowerofthesetechniqueshasbeenradicallyoverstatedbyboth enthusiastsandcritics.
Whilethescienceunderlyingthesetechniquesistrueandthetechniquesdowork,theyarenotthe Philosopher'sStoneofgamedesign.Classicbehavioralpsychologyisanicesimplemodelofcertainbasic mentalprocesses,butitfallsdownwhentryingtoexplainthetotalityofhumanbehavior.There'sareason whymodernpsychologyconsistsofmorethanjustbehaviorism! Theoveremphasisonthesetechniqueshasbeenseenonbothsides.Onthe"enthusiast"side,anumber ofgamedevelopershaveassumedthatfundidn'tmattertheyjusthadtohavearewardstructure.This hasgenerallyprovenuntrue,sincetheyarecompetingagainstothergamesthatarebothfunandhavea goodrewardstructure.Goodcontingenciesarehelpfultoagame,justasgoodgraphicsorgoodmusicis helpful,butnotsufficient. Onthecriticalside,therehavebeenplentyofclaims thatreinforcementschedulesaretoopowerful,that theycompromisethewilloftheplayer.Again, reinforcementschedulesareusefulandeffective,but don'trepresentthetotalsumofhumanpsychologyor thegameexperience. Considertheuseofloyaltycardsatacoffeeshop.Itis acontingency,exactlylikethegamecontingencies coveredintheoriginalarticle.Indeed,itshouldbe morepowerfulthangamecontingenciesbecauseit providestangiblerealworldbenefits.AndyetIdon't thinkanyonewouldarguethat"buy10lattes,get1 free"ismanipulativeortoopowerfulfortheaverage persontoresist.(Thechemicalpropertiesofcaffeine notwithstanding.)
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Contingenciesalwaysexist.
NearlyacenturyafterWatsondefinedbehaviorism,it'sstillmisunderstood.Manypeopleseemtoassume thattherearenocontingenciesinagameunlessthey'reexplicitlyadded.Thisissimplywrong.Ifyou're playingagame,there'ssomethingintherethat'srewardingforyou. Itdoesn'tmatteriftherewardisintrinsic(selfexpression)orextrinsic(anachievement).Iftheplayer doesn'tfindsomethingrewardinginthegame,theydon'tplayit.Anypatterninhowthatrewardis providedisacontingencyofthesortdescribedbybehavioralpsychology.Theyexistwhetherornotthe designersareawareofthem. TheoriginalBehavioralGameDesignarticlewasfairlyclearaboutthis: "Everycomputergameisimplicitlyaskingitsplayerstoreactincertainways.Psychologycanoffera frameworkandavocabularyforunderstandingwhatwearealreadytellingourplayers." Unfortunately,manypeoplestillbelievethatcontingenciesaresomesortartificialadditive:MSGforvideo games.Thisjustisn'ttrue.Contingenciesarefundamentaltogames,somuchsothatI'mnotsureit's
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ThereisnoSkinnerBox.
Furthermore,whencriticsofthisapproachdescribegamesas SkinnerBoxes,theycompletelymissthepointoftheSkinnerBox. Thegoaloftheearlybehavioristswasnottocreateanartificial environmentwheresomenewformofmindcontrolcouldhappen
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Comments
JamieMadigan
15Jun2012at10:21amPST
TravisRoss
18Jun2012at6:11pmPST
MichaelDeFazio
15Jun2012at12:39pmPST
Gama Network
Ifyouenjoyreadingthissite, youmightalsowanttocheck outtheseUBMTechWebsites:
GameCareerGuide
aboutit,butknowingIcangreatlyincreasethecombateffectivenessofmycharacterby doingsome"mundane"tasksforanhourorsoalwaysoutweighsmyguilt).
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IndieGames
RaminShokrizade
15Jun2012at1:20pmPST
Ileanmoretowardsinterpretingsimplisticgameswithextremelyrobustdatamining systemsasmoderndaySkinner'sBoxes.Ithinktheyarejustaseffectiveasmyearly researchonratstolearnabouttheneurochemicalunderpinningsofaddiction.Ie.notvery effective.SinceIswitchedtostudyinghumansingamesandaddedadditionaltrainingin behaviorialeconomics,Iammuchhappierwiththeresults.Despitealloftheinterestinthis subjectatpresent,IamnotreallysureIwanttohaveapublicdiscussionoverityet.Allof myrelatedpapersareproprietary,andtheacademicdomainexpertsthathaveassistedme haveallinsistedonanonymity.Thereisalotgoingoninthisareathatpeoplearenot talkingabout.IdopersonallyseealotofrelevanceinthediscussionofSkinner'sBoxesin thisspace,butyouhaveto"thinkoutsidethebox"toseewherethisisheading,pardonthe pun. LogintoReplyorLike 2
LuisGuimaraes Intrinsicpleasure.Intrinsic.
15Jun2012at1:46pmPST
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BartStewart
15Jun2012at1:55pmPST
I'monboardwiththegeneralconclusionhere:therearerewardstoanythingthatpeople choosetodo,soifyou'redesigningsomethingforpeopletodo,youneedtounderstandhow rewardsworkinordertodesigneffectivelyandethically. Thatsaid,Ithinkacoupleofthecriticismsofrewardawaregamedesignaretoolightly dismissedhere. Onthe"Skinnerbox"criticism,evenifplayersdon'tknowtheintentionofthatexperiment, theyseeperfectlywellhowclose"pulllever,getfood"isto"pokeNPCandspendtime runningaround,getquestrewardpellet."Thepurposeofthisinagamemaynotbeoperant conditioning.Buttheeffect,beingappliedtohumanbeings,issimilarenoughtomakethe criticismworthtakingseriously. Thelarger"it'screepy"reactiontoconsciouslyapplyingpsychologicalconceptsingamesis likewisenotgoingtobedismissedbynoting(correctly,Ithink)thatgoodethicsrequires understandinghowyou'realreadydoingit.Gamedesignersdon'tjusthaveanethical responsibilitytousereinforcementeffectivelytheyshouldbehonestwithplayersabout whatthey'redoing.Manipulationisonethinginasense,that'swhatanygoodstoryteller strivestoachieve.Butcovertmanipulationissomethingverydifferent...anduntilthatis addressedbygamepsychologistsinaforthrightway,designerswillincreasinglybecharged withdeliberatelytryingtoaddictgamers. Foronepracticalreasonwhythat'sworthdoing,justimaginecomputergamesbeing regulatedbytheequivalentoftheU.S.FoodandDrugAdministrationasanaddictive substance.Ifwarningaboutthatkindofgovernmentinterferenceinplayinggamesseems overlydramatic,Ireferyoutotoday'snewsstorythatvirtualitemtradingispotentially abouttoberestrictedinSouthKorea. (Seehttp://www.gamasutra.com/view/news/172452/Virtual_item_trading_to _be_banned_in_South_Korea.php.) Again,Iagreewiththeoverallviewshere.Designersshouldunderstandpsychological effects,notpretendtheydon'texistinanydesignedsystem.Buttheyneedtousethis knowledgetodirectlyaddressconcerns. LogintoReplyorLike 2
JohnHopson
17Jun2012at8:49pmPST
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RaminShokrizade
18Jun2012at5:06pmPST
MichaelJoseph
16Jun2012at4:15amPST
Isn'titacopouttosayeverygamehasrewardsinthecontextofadiscussionaboutgames thatareconsciouslydesignedwithbehavioralpsychologicalinsightsorrealitiesinmind? Becauseyou'renotreallysayinganythingaccurateimoifyourpositionisallgamesalready dothisstuffandthiswillsimplyallowyoutodoitbetter.Tomethatis1+1=3.Because inmyview,thisisnotaboutformalizingterminologyforexistingthings.Theyareseperate things.Theverynatureofdesignchangesonceyoustartconsciouslyfollowingbehavioral psychologicalprescriptsinagame'sdesign.1+1=3. Fine.Thenlet'shearexamplesofthetypesofrewardmechanismsor"contingencies"that areok.Everyonealwaysseemtostopshortthereinthesetypesofarticles.Asdidyou... Andlet'stalkabouttheprocessofdesigningagamewithbehavioralpsychologyonthe brain.Ithinkthatcouldbequitetelling.Let'snamesomegamesthathavefullyembraced andincorporatedthisdesignmethodology?SWTOR?Whatwillthattellus?Articlesonthis topicalwaysseemtoavoidmeatandpotatoesdiscussionandstayinhypothetical&theory land. RE:"Inmypersonalview,contingenciesingamesareethicalifthedesignerbelievesthe playerwillhavemorefunbyfulfillingthecontingencythantheywouldotherwise.Youhave tobelieveinthefundamentalentertainmentvalueoftheexperiencebeforeyoucan ethicallyrewardplayersforengaginginthatexperience." and "Boththeactionsandrewardsmustbegenuinelyfunthingsforagamecontingencytobe ethical."
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JBVorderkunz
16Jun2012at9:37amPST
Thisisagreatarticle,buti'mstrugglingwithonepoint:theillustriousOP(andthatisn't sarcasmBTW),saysonthefirstpagethatatthetimehewrotetheoriginalgerminalarticle, rewardstructureingameswasnotwellknownorunderstood.WTF?!?Givenhis background,it'sshockingthathe'seitherdismissiveorignorantofseveralearlyworkson thesubject,particularly"MindatPlay:thePsychologyofVideoGames"(1983)byLoftus andLoftus,twoPSYCHOLOGISTS!Theyexplicitlydiscussrewardstructuresandschedulesin detail,makinganalogiestoCasinogamingetc.Plustheydiscusstheintentionalinclusionof rewardschedulingintogamesbydesigners,IN1983! Wasthatknowledgesomehowlost?Intentionallydiscarded?Whaahappen'? LogintoReplyorLike 1
JohnHopson
17Jun2012at8:16pmPST
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JBVorderkunz HeyJohnthanksfortheresponse!!!
18Jun2012at7:04amPST
I'msorryifIcameacrossasaggressiveintonereadingyourresponseand thenrereadingthefirstfewparagraphsithitmelikeatonofbricksthatof coursethingsgetsimplified/condensedforthe'layman'(evenifinthiscase the'laymen'arehighlytrainedandintelligentfolk).Iwasn'ttryingto accuseyouofintellectualdishonestyorresearchimpropriety! SoifIgetitnow:lotsofgamedesignerswereeitherutilizingorchoosingto ignoretheseprinciplesforaesthetic/philosophicalreasons,andyouwere pointingoutthatthebehavioralphenomenaareoperatingineverygame regardlessofdesignerintent,ineffectstumpingfordesignerawarenessof theirownactivities?RightOn! LogintoReplyorLike 1
MichaelJoseph
18Jun2012at6:23pmPST
RE:"andyouwerepointingoutthatthebehavioralphenomenaare operatingineverygameregardlessofdesignerintent"
By"thebehavioralphenomena"Iassumeyoumeantherewardstructures MrHopsonreferstoas"contingencies." Ithinkit'sincorrecttopromoteamodelasifitweretherealthing.People invariablybegintothinkthemodelisrealityregardlessofhowincomplete, flawed,andnarrowtherangeofapplicabilitythemodelhas.Ifyoudon't recognizeitasamodel,thenyou'llbeunawareofit'slimitations.Likewise,if you'renotawareofthemodel,thenyoulogicallycannotbeaprisonertoit unintentionally. Wouldn'tbethefirsttimethatloveforalimitedmodelofhumanbehavior hasresultedinunfortunateevents. LogintoReplyorLike 1
JoshuaOreskovich
17Jun2012at6:23pmPST
BetweenRamin,Luis,Bart,Michael(possiblyJB?)mosteverythinghasbeenraised,pointed outandasked.IwouldlovetoseerepliesoranswerstothosepostersfromtheOP.
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BruceMills
18Jun2012at9:23amPST
Thesebehavioralcontingencesthatmanygamesrelyontodayaretheirownworstenemy. Therelianceonthemiscounterproductivetothelongevityofanygameproductthatuses them.Thereasonwhycriticsquestionthemisbecausetheiroverallimpactisseenas artificiallylengtheningthegame. Partofthemainproblemofthisisduetogamesfocusingontheplayerandnotthearena thegameplayoccursin.Thisconstantrewardstructurethat'scenteredaroundtheplayer hastoinevitablycausetheplayertoburnouteventually.Developersseemtofallintothe trapofthinkingtherecanbeaneternalreturnontheirinitialdevelopmentandnothingcan befurtherfromthetruth.Thisbecomesapparentwhenbehavioralcontingenciesareused toartificiallylengthenthelifeofthegame. Developerscanonlyaddsomanyrewards,somanyareas,andincreasethepowerofthe playersofarbeforetheplayerbeginstoquestionthefutilityofitall.Theplayerwillnotkeep recyclingthecontentofthegamefora+1tolevel,100gold,orarandomlygenerated purpleitemdrop.Atsomepointtheysay:"Enough!"andmayexperienceangeratthe gameleadingthemtonothing. Thereneedstobeashiftfromusingthesecontingencies,chargingforthem,because they'remakinggameplaythatburnsoutplayersinsteadofgamesthataretruly memorable.Thisburnoutnotonlyaffectsthegame,butsometimesthewholegenre.Afew
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JoshuaOreskovich ThisistheanswerIwaslookingforIthink.
18Jun2012at6:42pmPST
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JeremieSinic
19Jun2012at4:19amPST
"Atsomepointtheysay:"Enough!"andmayexperienceangeratthe gameleadingthemtonothing." IwouldsaymuchlikeWylieGarvinfurtherbelow,thatDiablo2hasnever ledmetoanything(andIdon'texpectDiablo3willactuallymakeme enoughbucksforthetimespent,forthematter),andyetI'vealwayshad greatfunplayingit. Inspiteoflevelingupseveralcharacterspastlvl50,Ialwayshadagood feelingwhenlevelingup.Thenthehuntfortheultimateitemsaddseven morethrilltothewholeexperience. Nobodyshouldexpectagametoleadthemselvesto"something"imo.As longasagametrulyentertainsitsaudienceitshouldbefine.Thenadding rewardsjustmakestowholemorefun. Infact,ifthegameletmeexploreanyareaofthegamefromthe beginning,andgavemethepossibilitytostartatlevel100,Iwould probablynotbotherwiththeDiabloseriesatall,sincethewholefunisin thejourney,notthedestination.
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WylieGarvin
18Jun2012at9:58amPST
"Inmypersonalview,contingenciesingamesareethicalifthedesignerbelievestheplayer willhavemorefunbyfulfillingthecontingencythantheywouldotherwise.Youhaveto believeinthefundamentalentertainmentvalueoftheexperiencebeforeyoucanethically rewardplayersforengaginginthatexperience." Thisisagreatpoint.IwouldoffertheexampleofDiablo2.Ithasrandomlootdropswith variablerewardratios,anditwouldbeeasytoaccuseBlizzardof"Skinnerbox"design,ifnot forthefactthatthegameisgreatfuntoactuallyplay.Ihaveplayedwellover1000hours ofsingleplayerDiablo2overthepast10years(itsoneofmytopfivemostplayedgames), andyetIstillenjoystartinganewcharacterandplayingitthroughfrombeginningtoend, andtherewardofrarerandomlootdropsdoesaddsomeextraspicetotheexperience. LogintoReplyorLike 1
KlaudeThomas
30Jul2012at8:21amPST
www.gamasutra.com/view/feature/172409/10_years_of_behavioral_game_design_.php?page=2
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TravisRoss
18Jun2012at6:15pmPST
John,haveyoudonemuchwithcognitiveheuristics?NottheHCIkind,butthesimplerules ofthumbthatushumansusetomakefast/frugaldecisions?Thatlineofresearchmixes wellwiththeexperimentaleconomicsliteratureitmovesarationalmodelofdecision makingovertoamodelwhereindividualsdeliberateontheinformationtheyhaveavailable, butwheretheyalsomakedecisionsbasedonan"adaptivetoolbox"ofHeuristics.Thereis someinterestingstuffcomingoutofmarketing/decisionscienceresearchthatexamines onlineshopping/datingwebsites,etc.Ithinkitisinterestingbecausethereisalotof potentialapplicationtogamesthethesisbeingthatweshouldbethinkingaboutcognitive heuristicswhendesigninginformationspacesdependingonifwewanttoforcetheplayerto deliberateorallowthemtoquicklymovetopartsofthegametheymightfindmorefun. Thanksforthearticle! LogintoReplyorLike
LucianoLombardi Greatrevisitontheprevious(andnotagedatall)article.
19Jun2012at7:38amPST
Iwouldhighlighttheconceptofthesetools(behaviorism,cognitivepsychology,heuristics, decisiontheory,cognitivebias,behavioraleconomics)beingusefuladditionstomakea bettergameinsteadofbeingthecoreofthegameexperience. Agameshouldnotbedesignedusingthesetoolsasacenterandworkingyourwayout theyshouldbeusedasotherelementsinthedesignertoolboxtoincreasetheoverall enjoymentofhisgame. Itseemslikethe'glorytimes'ofgameswhosolelybasedonthesetechniques(without furtherconsiderationofanactualgameplaysystem)iscomingtoaslowend,oratleast theirexpansionandsucessisnotbeingasdauntingasbefore.AstheOPstates,thereisa strongcompetitionwithgameswhoalsohavethesetoolsapplied,buttheyarealsofunto play. However,Ibelievethereisadiffuselinebetweenseizingpsychologicalknowledgetoadd valuetoagameandusingittoexploityourusersformonetizationorreengagemnet purposes. Havingsaidthat,Ihopethatthedecelerationofinstantsuccessingameswithapplied psychologywillendupforcingdeveloperstorethinktheirstrategies:hopefullyreachingto theconclusionthattosuccedtheyneedtomakeagoodgamefirst,andthenusing psychologytoaugmentyourgame,toaddvaluetoit,tomakeitmoreenjoyablewhich wouldultimatelybenefitbothplayersanddevelopersatthesametime. (Deviatingalittlefromthemainpoint)MaybeIamalittlenaifaboutit,butIstrongly believethatthesetoolsarenotinherently'evil':theycanbeusedfordeeplyenrichening experiencesintherighthands.Itsthesameolddebateabout'gamification':seeingit appliedinspaceslikeKhanAcademyhelptoseethepotentialgoodinallofthis. LogintoReplyorLike
KlaudeThomas
30Jul2012at8:27amPST
'Agameshouldnotbedesignedusingthesetoolsasacenterandworking yourwayouttheyshouldbeusedasotherelementsinthedesigner toolboxtoincreasetheoverallenjoymentofhisgame.' Anissuewiththatlineofargumentisthat,iftrue,allgamificators (gamifiers,gamificationers?)arecharlatans.I'mfairlysuretheOPdoesn't intendtosaythat,buttheargumentspresentedcontaincontradictions.If 'fun'isrequiredtojustifythecontingencies,thenisn'titfallacioustoeven thinkaboutusingthecontingenciesforrlpurposesthatarenotfun? Resolvingtheparadoxprobablyreliesonhavingamorenuanced understandingofwhatgamesareforthansimply'entertainment'or'fun'. LogintoReplyorLike
TonioBarmadosa
29Jan2013at9:27pmPST
Problemishowdoyoudefine"fun"?Funmaybeequivalenttoachemicalin
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