Creating motivation is an necessity that all video games require to be effective interactive experiences. Being the one entertainment medium that depends on user choice, games must ensure that users have incentive to confront the game’s challenges. Games can go about this in two ways:
Extrinsic Motivation
Rewarding successful gameplay with collectible accoladesIntrinsic Motivation
Causing the user to form their own motivations for completing the task
Each form has its merits, but intrinsic motivation should be considered the better of the two being that it is the stronger motivator and an efficient result of design.
Half-Life 2 campaign at launch was an example of a game that succeeded in creating intrinsic motivation. With no unlocks upon completion or additional benefits for restarting, HL2 managed to be a game that I found myself coming back to many times.
Intrinsic Motivation Defined
There are a few differing theories on why intrinsic motivation works. Some theorists believe that intrinsic motivation is fueled by the pursuit to enhance the perception of self. Others theorize intrinsically motivating activities are purely engaged in for the enjoyment that accompanies them. Although there are many theories, the common base idea is that intrinsic motivation is driven by positive emotion. Catharsis, self-improvement, and the yearn for acceptance all serve as powerful motivators that are inherent to humans and require no extra inducement. HL2 creates intrinsic motivation through several means.
Challenge as Motivation
Challenge plays two roles in the process of motivation: it is something users must be motivated to accomplish, and paradoxically it is also something that creates motivation itself. The presence of realistic goals or seemingly accomplish-able tasks increases a user’s motivation to attempt challenges. HL2 and other games with good design all employ processes that create realistic goals. When players are presented with the “Gravity Gun” in the game, players are set in a safe and open learning environment that allows them to practice with the new tool. This provides the player time to understand the metrics of the weapon: its effective range, rate of fire, and visual feedback states. The learning environment comes with a variety of low-difficulty tasks to build up the player’s skill and confidence with the Gravity Gun. Immediately following up this crash course is “Ravenholm”, a level where the Gravity Gun becomes essential for the player’s survival. Failure in “Ravenholm” is severely punished by death, but because the player has built up their self esteem beforehand, these tasks are not overwhelming. Players are best motivated when they are faced with an optimal level of difficulty.
Recognition as Motivation
HL2 employs more blatant forms of motivation through the use of its NPCs. Whenever the player meets up with the supporting cast of characters, the main character receives verbal recognition of notoriety or fame. When the player accomplishes a task, nearby NPC’s will display visible or audible recognition. The cause-and-effect relationship between the completion of a task and praise received creates the positive emotion of satisfaction.
Fantasy as Motivation
Immersion plays a strong role in creating intrinsic motivation for imaginative players. If players can imagine their actions taking place in a real-life setting, the fantasy and conducive motivations become intrinsic. HL2 is set in a world that is very similar to the real world, providing a strong basis for believability. When the player receives affection from other characters, immersed players receive those positive emotions as well. If the player believes in the story and the universe, the goals of the character and the player become aligned and the player inherits the character’s motivations.
Control as Motivation
Control is the one unique feature that games have as an entertainment medium; it is also one of the strongest factors that promote intrinsic motivation. Whether it’s for single-player or multiplayer, HL2 creates clear cause-and-effect relationships between the player’s actions and the game world’s reactions. Player agency, the player’s belief that his/her actions have profound effects, creates reason and motivation for action.
Another conclusion that can be drawn is that the player’s feeling of control also creates a sense of responsibility to use that control. Control as a form of motivation can be expanded upon by varying actions. Players feel greater agency when they believe their specific actions provide results different from other players’ results.