Progression and motivation
Distinguish getting better, getting stronger, and discovering something new.
Progression changes a player’s relationship with the game over time. Learning, narrative developments, new tools, and increased power can all matter. Ask what a reward enables or means instead of treating more time played as sufficient evidence of enjoyment.
Concepts
- Skill, power, content, and knowledge
- The player may improve while the character stays unchanged, or gain equipment that changes available actions. A remembered route can be progression even when every run starts fresh.
- Motivation
- Autonomy, competence, and relatedness are useful research lenses. Intrinsic and extrinsic motivations can coexist. Rewards may support a goal, communicate competence, or feel controlling depending on context.
- Economies and pacing
- Predictable rewards can make planning possible; uncertainty can create anticipation. Check whether players can judge the time cost and likely reward before committing.
- Ethical return
- Ask whether a player can stop without an unwanted penalty or obligation. Track satisfaction and regret alongside return rates. A daily schedule may fit someone’s routine or create pressure.
In games
The Elder Scrolls V: Skyrim ↗
Separate developing a skill from acquiring equipment and discovering a place. These changes give players different reasons to continue.
Slay the Spire ↗
A reward changes the probabilities and options in later fights. Declining a card can be a meaningful form of building rather than a failure to progress.
Common mistakes
- Calling every unlock extrinsic and every skill gain intrinsically motivating for every player.
- Adding a timer and interpreting return rate as proof of fun.
- Using stat inflation that removes earlier decisions without replacing them.
Audit one progression system
- Classify five rewards by what they change.
- Describe the next decision each reward enables.
- Ask how the experience changes if someone misses a week.
Done when: You can distinguish a new possibility from a larger number and identify one potential source of pressure.
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Check your understanding
A daily reward increases repeat visits. What have you learned about enjoyment?
Show answer
Only that behavior changed. Ask why people returned, how they felt during and after play, and whether they experienced pressure or regret.
Sources
- MDA: A Formal Approach to Game Design and Game Research ↗ Design framework · Robin Hunicke, Marc LeBlanc & Robert Zubek · 2004
- The Motivational Pull of Video Games ↗ Empirical research · Richard Ryan, C. Scott Rigby & Andrew Przybylski · 2006
- Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms ↗ Critical research review · April Tyack & Elisa Mekler · 2024