Can you map a player's desires down to a science? Here, in this reprint from the May 2012 issue of Game Developer magazine, Jason Vandenberghe draws connections between five major motivational factors and their corresponding goals in game design.
Over the last twenty months, I've been trying to draw correlations between the Big 5 motivational factors and game design elements that cater to those factors by interviewing any game player willing to take a test about their play behavior. In essence, I wanted to translate the work of motivation psychologists into game design -- and I managed to draw a few correlations sooner than I had expected.
Open Source Psychology
Before we get our hands dirty, I want to mention a few things about why the Big 5 system is different from other systems. For starters, the Big 5 system doesn't come from a single person -- it is an international collaboration between dozens (hundreds?) of researchers. Instead of keeping the data driving the discoveries copyrighted and secret, or preventing correlative studies with other systems, the data behind the Big 5 system was subjected to every imaginable cross-analysis-- which is ongoing, and will be into the foreseeable future. And while the contributors could have owned the discoveries and charged for their use, they decided to release the entire thing into the public domain. In other words, the Big 5 system is the Linux of motivation psychology.Bells and Curves
When you take the Big 5 test (the best free one I've found), you get a report that shows where you fall in five personality "domains," as well as in the individual character "facets" that make up those domains. Each of these domains is defined as having a standard distribution (read: bell-shaped curve) when applied across humanity. A low score or a high score means that for that particular facet your motivation is a rarity, and a score in the middle means that for that facet your motivation is similar to a majority of the population. This means we have a statistical baseline for any analysis we'd like to do, which is a Very Good Thing--as we apply this system to game development, we can swap out vague assertions like "most gamers want X" for factual statements like "half the human population has a preference for X, and the other half for Y." Even better, we can begin to accurately measure different player populations. Have you ever wondered whether the "core gaming" population is statistically different in it's preferences than the rest of the world? Well, now we're one detailed study of players away from having an answer.Two Sides to Every Story
Each domain, or "factor," is a two-sided spectrum with a positive motivation on each end. This may seem obvious at first: Some people are open to new experiences, and others less so, for example. Well, compare that two-sided structure to the commonly-held-in-the-game-biz archetype of the Achievement Player. What is the positive opposite of an Achievement Player? The developers I have worked with tend to talk about Achievers like this: If your game satisfies Achievers, you'll probably get those players to play your game. If your game doesn't satisfy Achievers, you'll fail to attract those players, and by implication you make less money. I have started calling this way of looking at players as the "thermometer model" of motivation--you stick a thermometer in the game and you measure its "Achievement-ness." High is good, low is bad. But from what I have learned so far, that view is completely wrong. The opposite of an "Achievement player" is a "contentment player:" someone who is perfectly happy to ignore your target goals, difficulty challenges, and medals, and just hang out. Someone who is motivated to be content with their current state and who will buy games that let them act on that motivation. Remember the bell-shaped curve discussion above? We're talking about 50 percent of humanity being on the "contentment" side of the curve. That's an awful lot of players who are not being discussed in most design meetings, thanks to a simple misunderstanding of how player archetypes work.Swimming in the O.C.E.A.N.
Let's get down to business. The Big 5 are:-- "O.C.E.A.N." Openness to Experience distinguishes creative, intellectual folk from down-to-earth, pragmatic ones. A high scorer would be Alice In Wonderland, who is happy to drink whatever she comes across and follow rabbits into the unknown. Alice finds Wonderland a delight. A low scorer would be Samwise Gamgee, who just wants to go home, have a predictable life, and not bother about with wizards quite so much. Conscientiousness deals with our ability to control our impulses and order our world the way we want it. A high scorer would be Hermione Granger, who is the best in her class at almost everything, and who is the one you go to when you need to get something difficult accomplished. A low scorer would be Jeff "The Dude" Lebowski, whose primary ambition in life is to bowl, and who can turn nearly any simple outing into a near-complete disaster. Extraversion deals with the desire for external stimulation, both social and otherwise. A high scorer would be Austin Powers, who is always ready to party, much prefers the company of others to solitude, and is the leader of the pack. A low scorer would be Edward Scissorhands, who is happy to do whatever you want, please, just leave him alone, in the dark. Agreeableness deals with cooperation and social harmony. A high scorer would be Charles Xavier, who puts the needs of others ahead of his own, believes in the good in people, and who understands how you're feeling better than you do. A low scorer would be Snake Plissken, who, if you want him to care about another human being (like the president), you have to inject explosives into his neck that will detonate if that person dies. Neuroticism reflects how strongly one experiences negative (and only negative) emotions. A high scorer in Neuroticism would be Woody Allen (the character, not the man), for whom the world is a panoply of fears, anxieties, angers, and frustrations. A low scorer would be Obi-Wan Kenobi, for whom fear, anger, and jealousy lead to the dark side of the Force, and who met his death with a polite salute.
Openness to Experience Conscientiousness Extraversion Agreeableness Neuroticism