Examples of Feedback
There are several good examples of feedback in games that teach strategy. The
most common are the in-game hints players get at appropriate moments, such
as after a death. The Call of Duty series has been doing this for a while, leaving
a message for players when a they die from a grenade in Modern Combat, for
example, or are stabbed in World at War.
These messages ask players to focus on
developing strategies to avoid dying in similar situations in the future. (Although
in practice, these indicators can be frustrating as well, if the player sees a grenade
death but feels it was unfair -- the message then becomes insult to injury.)
Less common are feedback systems that inform players about their
improvement at the game. One great example happens in Team Fortress 2.
When players die, a message informs them about how they did relative to previous attempts, for example: "On the bright side... You came close to
your record for time alive as a Scout in that round." The message goes on to
indicate how long the player lived that round and what his previous personal
best was. This is excellent feedback.
We also may want to shift our thinking about tutorials. Tutorials should
not be considered the 10 minutes of instruction players get when they first
start playing, or the part of the game we develop at the last minute after we
finish making the "real" game.
Tutorials (perhaps we should stop using that word, too, as instruction needn't
simply be text-based information) are the game and should occur over the
course of the entire experience. Players are constantly learning to play, right until
the end, and we need to provide relevant and informative feedback to them.
When we think about the game this way, we force ourselves to think
about what players need to know at each point in the game, when to deliver
that information, and how to track the data we need to provide this feedback.
Sure, the bulk of what the player needs to know to get up and running happens
early, but most good games require players to learn and adapt throughout. We
should be doing our part to feed players the information and encouragement
they need to keep up with these changes (though the "how" of this could take
up an entire article on its own).
Creating Goals
The second thing we need to get better at is creating goals for players.
Research has shown that the goals created for people -- by teachers, bosses,
parents, and game designers -- go a long way toward shaping their mindsets
about prospects for success and how they respond to setbacks. Most relevant to
game developers are two types of goals: performance goals and learning goals.
Performance goals. Performance goals (or outcome goals) represent
the most prevalent goal type in video games. There are three defining
characteristics of performance goals.
First, either people achieve the goal or they
don't. There is no middle ground. Examples of
performance goals include finishing a level in a
platformer, getting the "Overkill" achievement in Halo 3, or finishing a race in Forza Motorsport in
under two minutes. Examples of performance goals
outside games are grades in school, or medals
at the Olympics. There is no reward for progress
toward the goal; you don't get half a driver's license
for denting only one side of the car.
Second, the criteria for success are typically not
defined by the goal-seekers.
Third, performance goals are usually complex
activities that encompass a variety of smaller
component skills. Passing a driver's license
test requires many different skills, such as
understanding the rules of the road, parallel parking,
and braking safely.
What's wrong with performance goals? While
performance goals are pervasive in school, work,
and games, research on learning and motivation
has shown that they often produce perceptions of
lack of ability as well as decreased motivation. This
is particularly true in cases where rewards or praise
are contingent on successful completion. Further,
negative feelings resulting from failed performance
goals are more likely when a person's perception of
their ability is already low, as may be the case with
novice game players.
Consider this example. A child gets an A on his
math test (a performance goal) and his parents tell
him how smart he is. Maybe he even gets a reward.
These are good parents. It is a popular belief that
rewarding and praising abilities in situations like this
is good parenting.
However, this kind of feedback
can also have negative results. If the child's parents
have consistently rewarded him for his ability, and
because his parents made their praise contingent on
a performance outcome (success on tests), it may
backfire in situations where performance is poor. He
will view his failures, like his successes, as a measure
or indicator of ability, and failure equals lack of ability.
Now consider a player who believes he has low
game-playing ability. A performance goal, such
as completing a level in a shooter, will lower his
motivation to continue trying, if he fails repeatedly.
When the goal focuses on ability, and the individual
believes he does not have that ability, motivation and
performance suffer. To extrapolate from the research
further, he is less likely to focus on strategies for
improvement if he views success as being contingent
on a skill or ability he doesn't have.
I don't think we should remove performance goals from games. A lot of players enjoy these
types of challenges, and most games are structured around activities such as levels, rounds,
races, and so on. However, we should consider incorporating other types of goals into games, too,
specifically those focused on learning.
Learning goals. In many ways, learning goals are the opposite of performance goals. While
performance goals focus on ability, learning goals focus on effort. It's not so much about doing as
it is about trying. Improvement and progress toward the goal is as important as success.
It's important to explain that learning goals are not simply smaller or more frequent
performance goals. Rather, they involve a philosophical shift in thinking about how we reward
player progress.
To illustrate the differences between these goals, consider the performance goal of finishing
a level in a FPS. At a low level, a player typically has to cross some boundary that triggers the level
completion event, or maybe has to reduce a boss' hit points to zero. These events either happen
or they don't. Additionally, the player is usually rewarded -- the story advances, the player gets a
new weapon, and so on.
However, despite whether they complete the level, most players will improve their abilities
over the course of playing. Some will finish faster and experience fewer frustrations, some will
take longer, and some will eventually give up, but most will show signs of improvement.
This is good stuff to call out. It stands to reason that adding learning goals -- which focus on
the skills and abilities that, when improved, make it possible for players to achieve performance
goals -- would enhance players' appreciation of their own abilities. All this takes is a little more time
focusing on the journey, versus the destination.
Learning goals make people try harder, take more risks, spend more time on a task, become
less discouraged when facing setbacks, and, in the end, succeed more frequently (also see the
sidebar, above). Doesn't that sound like the kind of player we should be cultivating?
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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...