Motivation

I have openly missed three other motivations. Party gamers…
Some players want personal challenge. For them the motivation lies within mastery. They must perceive incrementally improvement in skill. The promise of achieving a personal best is incentive enough. Feedback and with positive reinforcement plays only a minute role in captivating players.
Larger game worlds typically require more substantial rewards. To force two artificial categories here; some are narrative driven, others do not. Successful presentation of a narrative can be enough to compel a player. The promise of seeing a new plot element, or location with new challenges is enough to keep a player motivated.
When the in game engine isn’t enough to convey plot frequently players are ‘rewarded’ with cut scenes. As the medium progresses and moves towards a more integrated narrative such devices will diminish. If used effectively such exposition can be used to create a cinematic effect but they are frequently just used as a reward with little relation to the plot.

…and players who want to complete games, have self evident motivations as well as those discussed.
I say ‘purely cosmetic’, but in fact it plays into two reemerging motivators. The meta-game is flourishing since the introduction achievements. This harks back to the high score. A measurable, visible achievement; it could be equated to the customization of a character. Combine to this the other reemerging motivation, competitive play, and the significance of these marks of accomplishment become all the more apparent.
While competition in games has always been a factor, the boom in online console gaming has reasserted it. When gaming first emerged the focus was the high score, judging your skill against faceless opponents. Online gaming has reawakened this. Suddenly visible records of skills need to be seen because the competition (and their score) is not.

And also MMO players, who are also effected by many of these factors but have a vast social factor also.
All games offer some form of feedback to encourage play. This encouragement and the sense of achievement it communicates, I suspect, creates a feeling of enjoyment even when it becomes challenging. In the best games were play mechanics and pacing are solid these elements combine to elevate the experience. In many games these fundamentals are not perfectly established. It is in games, where the fundamental mechanics are not satisfactory, that players feel frustration. They aren’t enjoying the game but feel compelled to play to see the next motivator.
Tags: Motivation
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Sorry this is late. I know I said know we would be on time with these, but I am an idiot. Darren and I recorded a fantastic discussion about motivation as well as the usual news unfortunately I forgot to record it. So what you are (hopefully) about to listen to is a well rehearsed, Darren edited, podcast on said topics. If you have any opinions on the podcast or thoughts on what motivates you to play games please leave a comment.

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