The PENS as a Global Test of a Game’s Appeal
Next
we address the question of individual differences between players.
Since some gamers like to pwn n00bs on the Internet and others like a
quiet game of Bejeweled, is the PENS model always able to predict what
a player will find enjoyable? To further test whether our model is a
unified theory, we conducted another study in our lab in which we had
subjects come in on four separate occasions and play four different
games of different genres. Each time games were rated by players in
terms of their enjoyment and preference, along with the PENS measures.
Using some more fancy statistics (hierarchical linear modeling) that
are detailed in a technical paper elsewhere, we demonstrated that
regardless of individual differences in the kinds of games people
prefer, the PENS model predicted not only enjoyment, but whether or not
the individual expressed a desire to continue playing a particular game
during a free choice period. This supports that the model is not only
applicable across genre, but also across individual differences in game
preference. This further contributes to its parsimony and its value in
playtesting.
Another very important point from this study: Keep in mind that the
participants were not just gamers, but were drawn from a more general
population. This directly indicates that games that satisfy the needs
in the PENS model may implicitly appeal to a broader audience and
larger potential market.
When It Comes to Carrots, “Context is King”
We began by talking about the prevalent use of carrots in gameplay
design as a means of motivating players. What we hope the data here has
shown is that there are much more important qualitative aspects of
gameplay that can be easily measured and that more fundamentally drive
sustained enjoyment and perceived value without contributing to a “new
content” feeding frenzy. In fact, we often ask players about how
important in-game carrots and rewards are, and we find that there is
only a small relationship to the need satisfaction measures of the PENS
model.
When we look at the analyses involving the PENS measures and the
player’s valuing of in-game rewards, we find much stronger
relationships between our need satisfaction components and outcome
measures. In fact, our data indicates that there is a very important
point to keep in mind when developing carrots – they are most motivating when they specifically enhance the player’s experience of competence, autonomy and relatedness.
A good example of this would be the qualification for a mount in World
of Warcraft at level 40. It is surely a reward, but it also enables
both greater autonomy (i.e. ability to explore) as well as contributing
to one’s competence in travel. Another good example would be the
grappling hook in Zelda: Ocarina of Time, which not only increases your
arsenal to be competent at game challenges, but also vastly increases
your autonomy in exploring the gamespace. We recommend that when
considering the creation of that next shiny bauble that developers
always ask themselves how it will specifically enhance need
satisfaction before dedicating the resources, as the payoff for players
in both enjoyment and perceived value is only present when more
fundamentally needs are satisfied.
Putting the PENS to Work
As we mentioned above, one of the goals in the creation of this
model was to put forth a parsimonious methodology that could allow for
rapid but accurate feedback. All of the data presented here was
achieved by surveying the player’s experience of competence, autonomy,
and relatedness in the context of gameplay – an approach that can be
easily integrated into the protocol of most playtesting methodologies,
or used as a stand-alone measure to get a strong first impression on
the motivational value of design ideas.
Much like a good game, we do want to emphasize that the creation of
a valid PENS measure that has the kind of predictive power we’ve
demonstrated here requires iteration and the involvement of an
experienced research methodologist/statistician on your playtesting
team. While part of the heuristic value of the PENS model for
developers is that the motivational needs we’ve outlined are easy to
grasp conceptually, they are also nuanced and developing accurate
measures for them is a more involved science. We’re happy to make
available upon request a journal publication that details more of the
technical aspects of much of the work that is discussed here.
A few other words on the strengths and weaknesses of the PENS model
and methodology as it stands today. Immersyve has put several years and
hundreds of hours into validating the approach, but it is relatively
new in the field of gaming and will no doubt develop even more value as
developers put it to work on specific projects and it becomes a more
granular tool. That said, it is a method that today shows strong value
regardless of genre or platform as it goes right to the heart of what’s
important about the overall player experience and to factors that are
important aspects of critical and commercial success.
Currently we have several additional studies nearing completion that
we anticipate will increase the predictive ability of our PENS measures
even further as a playtesting tool. An even more interesting project
that is nearing completion is the creation of standardized PENS scores
that for the first time will allow developers to meaningfully benchmark
the player experience, comparing their title to best-in-class titles.
We’ll have more to report on these fronts very soon.
|