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  Staying Power: Rethinking Feedback to Keep Players in the Game
by Bruce Phillips [Design, Game Developer Magazine]
15 comments Share on Twitter Share on Facebook RSS
 
 
October 27, 2009 Article Start Previous Page 2 of 4 Next
 

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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Comments

Sam Anderson
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Dweck's book Mindset is one of the only self-help books I've been able to stomach.

Damien King
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Great article. I think this covers some very important points. Focusing design around player motivation and encouragement is still in it's infancy I think - its easy to overlook player feedback when you're busy tweaking Awesome Boss Monster #4.



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.

Christopher Braithwaite
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Excellent article! I do have one request, can you give a more concrete example of how a learning goal would be implemented in a game?

Jesse Crimson
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Nice article.



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).

Jonathon Walsh
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Also doesn't the data miss how many people STARTED the campaign. All of those games except Fable II feature prominent multiplayer components that are a draw. For example. I brought CoD4 for PC and never even tried to complete the campaign. I think I maybe played 5 missions of it while I was without internet connection once. I think the data would stand on its own better if it had a metric for starting the campaign.



Also some achievements are multiplayer based vs single player so that will also throw the gamerscore completion % off won't it?

Dan Wilson
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Two popular games without any multiplayer component that I never finished are Bioshock and Dead Rising. There was too much hype, so I lost the feeling of personal investment in the game -- millions of other people were doing the same thing and probably enjoying it much more than I was. Then I had friends constantly updating me on their progress (achievements don't help, either).



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.

John Petersen
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I think they just get bored silly. I know I do. I can only do the same thing over and over and over and over and over and over and over again, for so long.



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.

Moeez Siddiqui
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"Prototype" and "Left 4 Dead" are examples of games giving tutorials throughout the entire game, telling the player hints and learning goals. A few more is the excellent positive reinforcement game from 2008, "Prince of Persia" where you never get a game over, get tutorials throughout in the same vein of "Left 4 Dead", and get visually pleasing performance goal completion in the form of healed regions of the world.

Dave Blanpied
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Great article. Thanks. Something to think about indeed.

Ashwin Ram
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Interesting article. There is some recent work on "drama managers" which orchestrate the game to improve the player experience. For example, the game could provide hints by inferring the player's ability, or vary the storyline based on player satisfaction models. See for example: http://tr.im/DlgT



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.

Bart Stewart
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As a bit of additional feedback, I've urged others to come to Gamasutra to read this article.



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.

Mark Kelly
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Further to previous comments, as well as 'why', I'd like to also see 'how long'- to use one of the games mentioned in the article as an example, I only acquired a copy of Fable 2 in the last week or so, so while I'm very much part of the 40-odd percent that haven't completed the campaign, the sole reason I haven't completed it is because I haven't completed it /yet/.



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?

tuan kuranes
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Totally agree, consistent with latest findings too in neuroscience too:

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.

Luis Guimaraes
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I think the main reason I don't finish games is because they are too long and become boring, or there's a lot of hassle within it, like I must pay 30 minutes of puzzle-solving for each 5 minutes of worth gameplay, and so on... It's a change in the whole game what's needed.



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...

Jimmy Sieben
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Nice article. You should really give credit for the game screenshots.


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