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[Each day during the month of January 2012 I'm posting a new article on various aspects of leadership in game development. These can all be found on my Fuller Game Production website. This specific article can be found here.]
One of the best books I’ve read in a long time is Drive by Daniel Pink. It came recommended by numerous industry contacts so I picked it up in preparation for a holiday trip and almost finished it before the trip began.
In a nutshell, the author draws upon the findings of scientific research dating back several decades to illustrate, essentially, what modern business is doing wrong to motivate workers. More importantly, Pink talks about many ways we can improve our business practices and instill far greater motivation in the workplace, resulting in higher productivity and increased employee retention and satisfaction. A significant number of his suggestions are a) counterintuitive to contemporary business thought, and b) directly applicable to game development, so let me describe some of his findings and the insights they’ve given me about our industry.
During the 1940’s, right here in my town of Madison, Professor Harry Harlow of the University of Wisconsin performed some intriguing studies on rhesus monkeys (presumably because they were easier to coax into the lab than human students). Harlow introduced the monkeys to a simple physical puzzle involving hooks and latches, recording the time it took them to solve the contraption. After just a couple of weeks the monkeys were not only cracking the code more and more quickly, but they were exhibiting signs of focus, determination, and enjoyment in so doing. This was revelatory in that no reward of any sort – food, water, affection – was given as a result. This led Harlow to write:
“The behavior obtained in this investigation poses some interesting questions for motivation theory, since significant learning was attained and efficient performance maintained without resort to special or extrinsic incentives.”
In short, this was the beginning of the study of what Harlow called intrinsic motivation, the theory that people might not only solve puzzles but perform actual, real world work simply because they found it gratifying.
All well and good for the monkeys, I hear you say, but what about humans? What makes anyone think they might find superior performance through intrinsic motivation? A researcher by the name of Edward Deci had that very question.
In 1969 Deci performed an intriguing study using a popular puzzle of the day known as the Soma cube – kind of a 3D Tetris predecessor. Times had changed in the two decades since Harlow’s work and Deci was able to gain access to humans instead of monkeys. Long story short, in testing the puzzle-solving times of groups of students using different reward schemes Deci found the following:
“When money is used as an external reward for some activity, the subjects lose intrinsic interest for the activity.”
Wait. What?
“One who is interested in developing and enhancing intrinsic motivation in children, employees, students, etc., should not concentrate on external-control systems such as monetary rewards.”
It is at this point that the savvy game developer will have confirmed that Mr. Deci was pants-on-head crazy. If we don’t focus on monetary rewards and external controls like late-night pizza and comp days and bonus checks, how on earth would we get the next Call of Duty out the door in time for Thanksgiving 2012?
Perhaps the study material is flawed. We’ve examined 1960’s-era students performing puzzles, but we haven’t looked at an Information Age project being worked on by highly-skilled programmers. Not to be undone before even reaching chapter 2 of his book, Mr. Pink thought of that. Consider…
In the time of Windows 95, Microsoft paid untold numbers of writers, artists, and programmers to create the electronic encyclopedia called Encarta. This project boasted pretty much every piece of knowledge on the planet and was shipped on fancy-dancy CD-ROMs (though it was eventually made available online, too). You can imagine that the workers involved were quite well compensated for their effort, but extrinsically so.
Shortly thereafter, the creation of another electronic encyclopedia got underway. This product was made possible by the work of thousands and thousands of people. The end result of their labors was made available to the entire world at no cost, and they contributed for free. Because it was fun.
Earlier today when you had to know the name of the actor who first voiced Tony the Tiger on Frosted Flakes commercials, did you use Encarta or Wikipedia?
If your own answer to that question wasn’t telling enough, go use Google and look up “Encarta”. The first link is to a Wikipedia entry. If you like, you may also Google irony.
“But Keith,” says the producer or art lead or studio director who fought tooth-and-nail through 771 words to get this far. “How does all of this apply to game development?”
For that, dear reader, you must tune in tomorrow. In the next action-packed Leadership Month post I will bring this discussion into focus with personal experiences of both intrinsic and extrinsic motivation in game development, as well as some examples of how you might pursue intrinsic motivation as you lead people at your studio. [when I wrote this article, "tomorrow" meant January 5th, a post you can find here]
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It was quite a sad experience for me to see developers (who had previously proven themselves as experts), not only second-guess their output to the point of prostration, but to also see the quality of output from them sink to shockingly poor levels.
When you don't give a developer clearly defined spaces where they can be free to creatively operate in, when you change the rules and standards on them haphazardly, when you micromanage them to the point that they do not believe they are making meaningful decisions, you are certainly poisoning both the quality of their work, and the quality of their experience working, sometimes with lasting effect.
I haven't read Drive, but it sounds very similar to the book I just finished reading--Punished By Rewards by Alfie Kohn. PBR is all about how extrinsic motivators such as rewards and even praise are bad for us primarily because they reduce intrinsic motivation. Not only did the book open my eyes to how we're "doing it wrong" in our workplaces, schools, and homes, but it also happened to be one of the best "game design" books I've read in the last year or two.
Yeah, but it was fun because they were under few constraints and no obligation. Same as those monkeys. Hobbies are fun! That's what we're talking about here - hobbies vs work vis-à-vis Wikipedia and Encarta. And those lab monkeys were probably bored out of their skull and any diversion to get them through another dreadful day in a cage was welcomed. You hear stories all the time of prisoners who enjoy doing the laundry or cooking meals or filing books in the library... It's completely understandable because in this context "work" becomes a temporary escape. For a human prisoner it may also be a way to express one's individuality considering in a prison environment those jobs are relatively rare and most inmates are like so many anonymous soldiers going through their daily drills.
I don't think money is the only motivator but money is very relevant. If you pay someone less than they feel they are worth, you're likely to see them underperform as well. Money is definetly a motivator because it affirms (to them) the value you have for them. But as Ara Shirinian mentioned, empowering and trusting your employees can encourage them to exceed expectations. Micromanagement breeds resentment and loss of trust. It makes people feel like their talents aren't appreciated or valued and that they are nothing but insignificant little instruction carry outers. Under these conditions employees lose their sense of individuality. That's bad for both sides.
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RE: "What makes anyone think they might find SUPERIOR PERFORMANCE through intrinsic motivation?"
Superior performance? I'm not sure it was shown that monkey's performed better through one type of motivation vs the other. It seemed to me the monkey were able to perform even without exterior motivations... not that they performed better sans exterior motivation.
and
“When money is used as an external reward for some activity, the subjects lose intrinsic interest for the activity.”
So what? Loss of intrinsic interest might be balanced by increase in extrinsic interest. Surely you're not suggesting that a loss of intrinsic motivation results in a loss of performance regardless of gains in extrinsic motivation? I doubt you're going to be able to convince anyone that paying developers _nothing_ and getting them to work for solely intrinsic rewards (like the monkeys) will result in same or better performance! :) Again, this just highlights the flaws in the studies.
You raise some good points. Regarding this:
"Surely you're not suggesting that a loss of intrinsic motivation results in a loss of performance regardless of gains in extrinsic motivation?"
I'm not necessarily stating that, but I believe some of the follow-up research is. In subsequent studies it was found that the subjects' abilities to perform creative tasks was actually reduced by the presence of external motivation -- when offered money to find a puzzle solution, solution times actually went up. Given how much of the games industry is based on creative work (including programming and similar technical tasks) I'd be concerned with how much we're short-changing ourselves with the throughput of our developers by relying on external vs. intrinsic motivation.
Keith
- A comfortable, efficient workspace (including some degree of privacy - trendy open-plan offices murder the possibility of either comfort or efficiency for most people)
- Good tools make the job more pleasant and show respect. Think about it: if you are spending $10K/month for an employee, where's the sense in cheaping out over a tool that costs a few hundred or even a thousand dollars?
- Involvement in the creative act of making games - if people are good at something, and willing to do it, let them! In short, people are good at what they love, and love doing what they are good at. Don't thwart this!
And "creative industry"... please... yes, there are creative parts in game development. High level game design, story, concept art, music (at least sometimes :) etc. But most of us do not really do anything more creative than people in lots of other industries. This month I'm developing microtransactions architecture for our future games. Creative? Not a lot more than architecturing and developing a DB for insurance company I did many years ago... Added some some basic "rope physics" simulation 2 months ago and some performance and memory optimizations in various graphics and gameplay systems a month before. Creative? About as much as it was developing scanner calibration for photogrammetry and optimizing some surface editing functions for military. Are most of our animators doing creative job when they look at the movie and trying to re-create similar character movement in Maya? To be honest, I don't know what they think but this is mostly re-doing something already done - just with a different tool set... There is nothing wrong with it - job is a job, needs to be done.