The Psychology of Feedback
Research on motivation, primarily in education,
suggests that an important factor for explaining how
people respond to failure is their perception of why the
failure occurred. Those who believe that their failure is the result of stable factors, such as native ability or intelligence, which they
cannot easily change, are most likely to give up or not even try.
However,
people who believe that a failure is the result of unstable factors that they
can change through effort or strategy are more likely to believe they can
overcome initial setbacks. The determining factor is the person's mindset
about his or her ability.
The same holds true for video games. Players who believe they can learn
and master the game persevere, while those who think they lack a particular
game-playing ability, or that some other stable factor lies between them and
success, are likely to quit.
Fortunately, this is susceptible to change. There are things we game
developers can do to encourage a mindset that anticipates success rather
than failure. But before we get to that, consider these two studies, both of
which illustrate the simple and subtle means through which we can shape
players' perception of ability.
M. L. Kamin and Carol S. Dweck (see References) conducted a study in
which they had students take a difficult test. After the test, they praised half
the students for being smart (the "ability" group) and the other half for their
effort or strategy (the "learning" group). The participants were then given the
choice of two new tasks to complete: a simple one at which they were likely
to succeed but learn little, or a difficult task that would be more interesting
but would likely result in mistakes. Most of the ability group chose the simple
task, while the learning group tended toward the more difficult task.
As far as psychology experiments go, this was a very simple manipulation.
The researchers merely changed a few words in their feedback, which
produced significant changes in the students' attitudes.
In another experiment, two Stanford University researchers manipulated
the attitudes of participants before a task. Craig Anderson and Dennis
Jennings (see References) told half their subjects, prior to having them take
a test, that their success on the test was likely dependent on innate ability --
either they had the ability to perform well, or they didn't.
The other half of
the subjects were told that doing well was a matter of determining the right
strategy -- anyone can do it, but it takes effort.
However, Anderson and Jennings designed the test so that everyone
would initially fail (does this sound like a game you've played?). After taking
the test once, the subjects were asked how they thought they would do on
another, similar test. Those who were led to believe that success depended
on strategy and effort were more likely to expect future success. Those who
believed that success was a matter of ability did not.
Interestingly, this manipulation had an even more dramatic effect. The
subjects with the strategic mindset were more likely to have monitored their
own methods for completing the tasks so that they were able to modify them
in subsequent attempts. That is, they were able to learn from their experiences.
The participants with the ability mindset did not monitor their strategies and
therefore did not learn as much as the other group from their experiences. In
short, the manipulation affected both the participants' anticipation of success
(or lack thereof) as well as what they learned when taking the test.
Perception Management
Intuitively, these results make sense. If people believe that success is
dependent on ability, then no matter how much effort they expend on the
task, they believe they are going to fail again. When people say things like,
"I can't cook," or "I can't draw," or "I'm no good at first-person shooters," they
don't typically then sign up for a cooking class or begin carrying a sketchbook
everywhere or practice playing Halo. "Why bother trying to improve if you
don't have the innate talent?"
What is less intuitive, and what we need to leverage as game developers,
is our ability to manage expectations and mindsets.
To do this, we have to change our mindsets as well. I strongly suspect
that most designers spend very little, if any, time considering what the player
experience should be in the 10 seconds between a failure event, such as
dying or losing a race, and the moment when play resumes -- or worse, the
moment the player quits. (There are some notable exceptions, including Team Fortress 2 and Call of Duty, which I discuss in the following section.)
Given the opportunities to keep players involved and motivated, it's
unfortunate that game developers rarely take advantage of these moments.
In fact, they might be the most important 10 seconds of your game. While we
spend weeks creating a few seconds of a cut scene and hours perfecting a
texture, we spend very little time considering and implementing appropriate
feedback at those very moments when a player decides whether to continue
playing (See also research summarized in "GDC: Top 10 Video Game Research
Findings," by Jill Duffy.)
Let's take a quick look at some of the player experiences surrounding
defeat. Historically, these moments have been brutal. The "game over"
screens for most arcade games were terse, bordering on insulting: "You Lose,"
"Game Over," "You're Dead." How far have we come since then? Not very. Most
games fade to black, switch cameras to provide a view of the corpse, or simply
pop the player back to a save point.
But we still see ghosts from the arcades. Some of these are intentionally
reminiscent of the past, though most are just thoughtless designs. Language
such as "You Suck" (yes, I've seen it), "Failed," and "Game Over" encourages
players to put down the controller and do something else.
I'm not suggesting we swap in touchy-feely or overly encouraging
language. In fact, there's a fine line between providing appropriate feedback
and being patronizing. What we should be doing is focusing on the player's
actions and emphasizing improvement.
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Console based games seem to be growing into the habits of showing real time advice, likely due to it's (generally) more casual audiences. For example, Ninja Gaiden Sigma 2 will remind the player about blocking (and which button to use for it) if they're taking a lot of hits and not blocking them. Little things like this make a big difference, in my opinion.
Small point of contention: while your ideas and suggestions are sound, your interpretation of the achievement data isn't. In your second table on the first page (campaign completion percentage), you assume this is a sign of how many people "quit" playing the game. That's an unsupported jump in logic. All it says is that people quit playing the campaign. Seven of the nine games listed have very heavy multiplayer components, and the other two (Fable II and GTAIV) are open-world titles. This data might be more useful on a per-genre basis rather than a top-nine or top-13 basis. You suggest that there might be other explanations, but I'm not sure that it's reasonable to assume that "frustration" is the most significant one (at least in the case of the games listed in those tables).
Also some achievements are multiplayer based vs single player so that will also throw the gamerscore completion % off won't it?
These two games felt more like an obligation and catch-up than fun and compelling. It was a chore to play them because I felt like I was not playing on my own terms.
I don't have to tell you that there is alot more reasons they are putting down the controller. You know already that.
But until you start giving gamers what they really desire, the number of "Ditractors" is going to continually rise until they just say "F" it, and take up knitting or something.
Much of this work is still in research phase but I hope industry-academia collaborations will begin to transition these techniques into production in the near future.
Along with many approving comments, the criticisms I've heard elsewhere and in the comments here appear to center on two things:
1. The data showing how many people don't finish games do not show *why* people aren't finishing games. This fails to provide adequate support for the author's later analysis and recommendations, which rest on an assumption that at least some players quit a game because they're failing at performance-based goals and not getting any help or encouragement for improvement.
2. The *how* matters, too. Like most people, critics tend to be practical -- they want to see how something will really work before they will accept that it can work at all. The author indicated that describing ways to implement effective feedback would be a complete article in itself -- so perhaps this criticism may actually be taken as encouragement for writing just such an article.
I'd very much enjoy reading that article.
This also gives rise to another question- what else is the player also playing at the time? This is perhaps less easily measured- while it would be very easy to see that my progress through Fable 2 has been hampered by my also playing Saint's Row 2 (or that somebody who came late to the GHIII party has moved onto World Tour, Aerosmith, Van Halen, GH5 etc), it is perhaps less clear that I have also been making bits of progress through Little King's Story on Wii, which is something I've been playing in short bursts- which, if it was a 360 game, would also fall foul of my first point.
This is, of course, stat-pedantry, and not directly related to the issue of frustration, which I accept the statistics are simply a framing device. However, without taking these into account, we risk making some very wrong conclusions.
One question I do feel the need to ask, though: GTA IV has a lot of gamerscore dedicated to two large, expensive packages of downloadable content, one of which is not yet available to the general public. How have these been handled in working out the stats for the title in the first graph?
http://www.neurosciencemarketing.com/blog/articles/praise-your-child.htm
Hint: "praise the effort, not the abilities."
Still, statistics here needs to be more precise indeed, with more structure :
- hardcore gamers stats and numbers, casual gamers stats and numbers, etc...) using consecutives hours played. we need percentile categories, here because of the highly separate by nature of profiles (hardcode gamers "always" finish games... even multiple times). So average here might not be as interesting.
I never had patience to finish the UT3 campaing, but I may had around 100 or 200 hours of gameplay with it... I don't care about achievements and completing or goals, and in FEAR2 it was common to kill myself just to play a nice grunt fight again, since the game have a checkpoint system...