Motivating Players in an Engaging Way

My new article up at GDAM discusses the problem of mechanics that artificially lengthen gameplay.

It happens all too often that we lose our motivation exactly because of the mechanics that were supposed to achieve such motivation. I believe that one of the reasons for this is that game designers have too much faith in reward systems and do not tie them strong enough to narrative structures that foster a strong sense of game progression. In this article first I address the concept of climbing tension in order to explain the forces behind a strong sense of progression. Later on I give examples from cases in which the climbing tension principle is ignored and what impact this has on player experience.

I hope you enjoy the read!


One Response

  1. My article has been recently made the subject of an article by Taekwan Kim. An expert blogger at gamasutra, he discusses the skill aspect of motivation and believes that the cases I put forward as a matter of narrative design problems are actually about an inbalance in skill and agency. I disagree with some of his points, but all in all it is a very nicely written challenging article and it will keep me busy writing in the coming weeks!.

    Here’s the link, enjoy!:

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