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Blogs

  Motivating Players in an Engaging Way
by Altug Isigan on 01/17/10 09:00:00 am   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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It happens all too often that we lose our motivation exactly because of the mechanics that were supposed to achieve such motivation. I believe that one of the reasons for this is that game designers have too much faith in reward systems and do not tie them strong enough to narrative structures that foster a strong sense of game progression. In the first part of this article I will address the concept of climbing tension in order to explain the forces behind a strong sense of progression. Later on I will give examples from cases in which the climbing tension principle is ignored and what impact this has on player experience.

What Keeps Players Moving?

Climbing tension is one of the oldest and most valued principles in drama. It denotes the piling up of pressure on the protagonist during her struggle to defeat her opponent(s). Usually the pressure will continue to pile up until the story reaches a climax. The protagonist will be then  given a relief through a solution which sets an end to the conflict [1]. We experience such pressure in casual games like Tetris and Zuma, or in more complex games like Counter-Strike, where we watch our team members being shot one by one until we are finally left all alone in an hostile environment with lethal enemies just waiting behind the corner.

Expressed through a graph, we can visualize climbing tension as something that works on the vertical axis and therefore is concerned with rise of plot. In other words, in order to have climbing tension it is not enough that events mark time (progress on the horizontal axis only), but their development must also equal to a rise in plot and translate into a further step towards the solution of the conflict.

This image visualizes dramatic structure.

Necessity (facing an inescapable threat) is usually what gives the story the momentum that makes the vertical axis work. The protagonist would keep struggling until the threat (or herself) is eliminated. Once the solution of the clash between protagonist and threat has been reached, the driving force behind the vertical axis is exhausted and the climbing stops.

The Scope of Dramatic Tension

This sort of dramatic structure can be installed over a variety of scopes. For example within a single act (or, within a scene) it would consist of

  • the set up of the character’s particular goal for that scene; 
  • the actions she carries out  to reach the particular goal;
  • the answer to the posed problem (whether she reaches the particular goal or not).

Typical examples would be game levels in Mario, Diablo or Medal of Honor. But we can observe the presence of such a structure on smaller or larger scales too. For example the particular actions within a scene might have climbing tension: will I be quick enough to place this falling block into that slot? On a larger scale on the other hand (between scenes for example), it means  that with each new scene  something is added to the problem that  had been brought onto that level of complexity through previous scenes: the cup final in the Konami Cup in Pro Evolution Soccer has been reached after many tough matches and it's such a shame that our most important striker is suspended for it due to the yellow card limit he reached because of a stupid foul in the previous match.

These examples allow us to say that climbing tension is a matter of causality, of creating a causal chain that brings increasing complexity to an initial problem [2]. Motivation is firmly established within the necessity that the plot structure generates. The reasons that keep the player moving feel real to her. As a result engagement and immersion are reached.

The Boredom of Pure Action

Often writers and designers will confuse “pure action” with climbing tension. They will think that the more guns explode (the more swords are swung, the more people die etc...) the more tension we have. This is wrong. It is often the case that such scenes will only equal to progress in time, but as we've seen already, progress in time does not necessarily translate into a rise in plot. Actually in many cases it is an invitation to boredom and frustration. Consider the following example:

An ill-minded man with a butcher knife in his hand secretly enters the bathroom of a young woman which, unaware of all this, is taking a shower. With a sudden move the man opens the shower curtain and frantically stabs the young woman to death. Just as he’s finished, he realizes that a neighbor, an old prostitute, has witnessed the scene. He immediately goes to the neighboring home and kills her. Just as he’s finished, he realizes that another neighbor, a middle-aged nun, has witnessed the scene. He immediately goes to the neighboring home and kills her. Just as he’s finished, he realizes that another neighbor, a young cheerleader, has witnessed the scene. He immediately goes to the neighboring home and kills her.  Just as he’s finished, he realizes that another neighbor, an old cleaning lady, has witnessed the scene. He immediately goes to the neighboring home and kills her.

We have a lot of “pure action” in this sequence. However, instead of giving a feeling of progress, after the murder of the first eyewitness the action start to feel like it marks time. The reason for this is that the action after the murder of the first eyewitness does not cause a rise in plot and brings stagnation to the story. The action causes progress on the horizontal axis (Time) only, but does not seem to contribute much to progress on the vertical axis (Plot). Expressed through a graphic, the storyline looks like this:

This image gives an example of how lack of game progression looks like on a dramatic structure graph

A lot of games seem to suffer from this problem. The repeating action does not contribute to a rise in the plot [3]. However, the problems that come when action does not help increasing tension get worse when the resulting stagnation is combined with a badly designed reward schedule. In that case, not just the story feels frustrating, but also the achievements that we unlock through repeated action fail to feel rewarding. This can have various reasons:


  • the reward feels too insignificant or does not translate in any usefulness in regard to overcoming the game's challenge

  • the system that denies us to get the reward earlier feels fake or arbitrary or biased towards the business model

  • the reward is in a too far future and feels relatively insignificant because we can't see the immediate result of our actions.

Whatever the reason is, it is a very frustrating situation for a player since all action seems to be completely stripped from any meaning. In other words, failure in both increasing tension and meaningful/functional reward will be devastating for the player's experience and a sure way to see her quit playing.

Conclusion

Increasing tension is a very important quality of any good game. I tried to point out in this article how this quality requires player actions to be articulated under a causal chain that gradually brings more complexity to an initial problem. Motivational mechanics like reward schedules are an important part of games, however, their usefulness will be achieved to the degree the designer manages to shape them into a narratively compelling experience.


Notes

[1] We should refrain from interpreting the word solution as something that must be in favor of the protagonist. Solution is first and foremost the logical extension to conflict, not character. Hence, an end that sees the protagonist fail (like for example in the play Hamlet, in the movie Braveheart, or in the card game Solitaire) is a solution because it brings an end to conflict.

[2] It is essential that all new scenes are connected to the initial problem (the conflict), otherwise we witness a problem which is called deviation, that is, the story goes into a direction that leads outside the initial premise. Typically, a spectator’s response to that would be that she can no longer tell where the story is headed towards.

[3] The problem we describe here is not to be confused with another problem called 'weak story'. A weak story fails to produce tension because it fails to establish a conflict at all. Hence, the feeling that the story just marks time is there right from the beginning and lasts until the end of the story (if anybody ever plays it that far). Stagnation however can occur over certain sequences despite the otherwise very strong presence of conflict. The problem can be fixed by removing the scenes that cause the stagnation. In the case of weak story however, the effort to fix the story must go into the creation of a stronger conflict, which is an intervention on a much more fundamental level.

[Bonus diagram -- Things that make a narrative's design suffer]:

This image illustrates what makes a "healthy" narrative design suffer.

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This article has been first published during GDAM's (Game Design Aspect of the Month) January rally on mechanics that artificially lengthen gameplay.

 

 
 
Comments

Joshua Sterns
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Would an example be Ninja Gaiden II? The entire campaign is a series of battles separated by cut scenes. Each level follows a basic formula: fighting low or medium level enemies; platforming or moving through the level; and a boss fight. The revenge plot does continue to develop introducing new villains and settings, but each level stays true to the formula.



The plot also follows a simple pattern. The protagonist needs something that the antagonist has, and must retrieve it at all costs. To tell this tale the developers utilized the classic cliche, "The battle is lost, but the war is not over." Or for fans of Inspector Gadget, "I'll get you next time Gadget. NEXT TIIIIMMMEEE!" The story finally ends when all the bosses are dead thus ending the war.



A part of me thinks I'm confusing NGII weak story or repetitive gameplay for a lack of rising conflict. The other part feels that my example fits into the "pure action" scenario.

Adam Bishop
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I don't really have anything to add, I just wanted to say that I think you make some excellent points and I agree with what you're saying.

Reid Kimball
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Hey Altug, enjoyed reading this, especially where you repeat the slasher scene over and over. That's how many action games are and that part illustrates clearly just how bad that is for narrative based games.



In my blog post on games using too much action and not enough adventure gameplay (http://www.gamasutra.com/blogs/ReidKimball/20090418/1149/Opinion_Too_Much_Action
_and_Not_Enough_Adventure_Gameplay.php) I mention the same problem but for a different reason, saying that games typically start off with the main character in action and end in action. There's no character growth if the whole game is all action sequences and that makes it boring.

Prash Nelson-Smythe
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Very interesting article and a good example to consider in the story of the serial stabber. While being wary of drawing too direct comparisons between games and other media, it's very revealing to imagine what a typical game experience would read like if it were a novel.



How can this problem be overcome, though? Gameplay is linked to story by assets such as animations, scenes and sound effects. To have true sense of plot/character progression you would need to keep introducing new content and produce massive amounts of assets. Without this you are just repeating different permutations of previous scenarios.



Perhaps this is impractical. But perhaps it is the future of at least a certain type of gaming, where content is placed in equal or higher regard than gameplay. The point-and-click adventure genre fits this description but it's popularity has greatly waned. I still very much enjoy playing one once in a while but often get frustrated by trial and error gameplay partly for breaking the flow of the plot. Maybe a refinement of this formula could break into the mainstream one day and thus get the funding it needs to be done properly. I look forward to Heavy Rain but don't have a PS3.



I feel like we might be reaching a crucial point for this kind of "high content" game as technology settles and technological advances offer diminishing returns. It would be interesting to see what a dev team would come up with if all their resources were put into creating content and not overcoming technical challenges. They could be free to just produce story, art and sound rather than tweaking the physics engine or finely balancing the tone rather than the gameplay.

marty howe
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I think that action (when done correctly) can heighten and ramp up tension, instead of it being a 'deviation' As long as the action is closely tied to the goal (which it should be anway)



Also, to show progression and not just 'mark time' during action, we can sprinkle narrative into the gameplay during the action. This allows the end user to participate in the action and still feel a tangible progression.



For example, if I am fighting enemies on top of a giant moving blimpairship for a 30 minute 'pure action' scenario, every 5 minutes I can illustrate to the player that they are progressing by integrating narrative in real time during the gameplay (blimp traversing a majestic cityscape, knocking over rooftop billboards and water towers, slowly deflating and losing altitude, before finally crashing into a half built Skyscraper)



Narrative and progression through gameplay.

Altug Isigan
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First let me thank you for all your nice and thoughtfull comments!



@Adam

I really don't know what to say :) You might have preferred not to respond and then I wouldn't have known that what I write makes sense to people out there. Therefore I'm very glad that you took the time to say that you like what the article says. That is great feedback for me! Thank you very much for that!



@Joshua

I haven't played Ninja Gaiden II, but if I find a chance I will do that and try to figure out in how far the designs relates to the problems I address in this article. That will be very interesting for sure! Maybe I can do that as part of my thesis. Thank you very much for pointing me into that direction. :)



@Reid

Hello my friend :) I will check out your article of course! I'm glad you liked what I wrote and its great to hear that you felt you can relate to it. I'm also very interested in the character growth side and towards the end of a previous article I touch the issue a bit (the diagram with the purple colors). Please check out here: http://www.gamasutra.com/blogs/AltugIsigan/20100108/4056/Rewarding_Players_Over_
Multiple_Narrative_Layers.php



@Prash

I see the gameplay-narrative connection a bit more closer than you, actually to me they are often identical (just check out my earlier articles here and you may get a better idea on how I see the connection). This is of course a way that might seem very risky and dangerous to industry pro's and probably I tend to have faith in my own views because of my lack of game development experience. Most of my observations are built around my experiences as a player. I'm sure, spending more time making games could bring a lot of change to this my perspective. Btw, I read through some other comments you made on other articles and I was wondering whether you don't have a blog yourself. I'd love to check it out.



@Marty

I think one way to approach the issue is to leave the distinction between gameplay and narrative behind. Story is not something that is "put on top" of gameplay. This assumes that they can never mix. I am in favor of an approach that sees the relation between gameplay and narrative in a much more organic way. If you ask me, game mechanics as the rules of action already build a layer of narrative and what we think has been added "on top" of the gameplay, are the broader layers of narrative. In other words, I tend to think that in games narrative is always already present. Hence I agree with your last sentence: "Narrative and progression through gameplay." To me it is not a goal for the future. It is the nature of games and was there right from the beginning. One just needs to make it right.

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Btw, I added a bonus diagram to the end of the article. I hope you'll like my little gift :)

Ed Alexander
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A great article! Truth be told I don't have too much to contribute, but I did want to share a link.



http://www.youtube.com/watch?v=FxKtZmQgxrI



If you have some spare time and can stomach a little twisted humor, it's worth the watching. It's a critical critique of Episode 1: The Phantom Menace - namely identifying similar elements called out in this article (Pacing, dramatic tension, weak story, etc). The intent is for the lulz, but in the end it is a surprisingly thorough evaluation of the narrative elements of the movie.



Really I just wanted to bring this forth because I couldn't stop hearing the narrator's voice in my head while I read the article. ;)

Altug Isigan
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Hi Ed!



Thank you very much for the nice words and the cool link! Funny, the video got over a million views but I didn't even know that it existed! Fun to watch! (but yet six parts to go!) :D

Eirik Moseng
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Excellent article Altug! As a few above, I dont have something to add, just something to say. I am as a game programmer involved in the game design phase from time to time and on different levels, however, as a game programmer who does not have the game design as core platform, this was for sure a great read for a programmers mind to give some extra insight on differnt thoughts of game design and how it can be improved.

Altug Isigan
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Hello Eirik!



I'm very happy to hear this! I hope I'll be able to produce more articles like this in the future... Thank you very much for reading :)


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