Finding of the week #298

Experience-based Retention Mechanisms

During my ongoing literature review I often discover interesting facts about things I’ve never thought about. Sometimes I can connect these facts with my own observations: The result is mostly a completely new idea why things are as they are. Maybe these ideas are new to you, too. Therefore I’ll share my new science based knowledge with you!

This week: This time, I think about the frequent implementation of multiple experience point systems in a game. The systems individually reward the utilization of different game elements, thus aiming at increasing a player’s motivation.

Since several years, one can observe a game design trend of connecting an experience point system with a game’s core game machanics. A game mechanic defines a player’s actions inside of the virtual environment or creates the game’s challenges a player has to overcome. For instance, Minecraft allows a player to swing a sword and challenges them with dangerous enemies that spawn during the night and attack the player. This interaction between these two game mechanics creates one aspect of Minecrafts overall gameplay.

While Minecraft only implements one experience point system allowing for the performance of special actions, e.g., enchanting and repairing of items, other games also provide a weapon-based or action-based experience system. Here, players can improve the performance of certain game elements by frequently utilizing them during the gameplay.

Similar to practicing the performance of an action in the real world, this game mechanic suggests the development of a better proficiency in the performance. This experience system is enhanced by the provision of unlockable perks making the actions and weapons stronger.

As this game mechanic provides a clear goal as well as a constant feedback, it often is perceived as very motivating and can even induce the experience of flow. However, when it is applied to every individual action or weapon, it can also result in a desire to completely upgrade all game elements. As a result, players probably play the game for an extended amount of time beyond the end of the core narrative.

From a game design perspective, this is a very efficient approach. It requires only a small amount of development work, is easy to extent and effectively increases a player’s motivation. From a player’s perspective, it mostly aims at vested players. Gamers with a limited amount of time who like to play a game for short periods only might feel constrained as they cannot keep up with the performance of others.

Personally, I currently belong to the latter category. I enjoy to play complex and difficult games. However, I like to have access to the full potential of the game right from the beginning without being required to put in a lot of time to get access to all game elements. To me, the success in a game should be more based on the skill of a player and not on the time a player invests in the game.

In conclusion, nested experience systems are an effective way to increase a player’s motivation. However, they also reduce the overall enjoyment of a game when it is only played for short sessions.