Nathaniel Edwards said:
Too Much Success
Everyone likes to succeed, but games may be trying a bit too hard to make every player feel like a winner.
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On an individual level, I agree with you. Fact is, each person has a "reward threshold"--an amount of praise they're just fine with. Coincidentally, they also have an "effort threshold"--a maximum amount of effort they're comfortable (important word) putting out. How these two interact are what determine a person's motivation.
For instance, it doesn't matter how high a reward you offer, most people aren't going to bother trying to lift a building by hand. Too much effort, so they know they're not going to get the reward anyway. You've exceeded their effort threshold.
Now, trying to lift and carry something very large? Yeah, it's more effort than I'm
comfortable with, so I'm not going to do it for some pat-on-the-back reward. If you offer me a larger reward, I might consider it. But let's say you offer me a reward of $100 to lift this heavy thing... but I know that I can get $60 for lifting a much lighter thing. Well, for minimal effort I can get $60, and maybe that's okay by me. I've met my "reward threshold," so there's no need to put in the extra effort.
When we over-praise, that's what we're doing. We're reaching the reward threshold before we get to a place where we can push that person's effort threshold. (This is also why we tend to pay people
after the job is done, in a sense. They'll be less likely to do minimal work if they feel it could diminish their pay.) This happens a lot in schools.
Little Johnny has a problem hitting people. His parents won't do anything to get him to stop, citing they "just don't know what to do." In desperation, the school offers an incentive--every week Johnny doesn't hit anyone, he gets a candy bar. Prior to this, school was about learning and gaining skills, so that you can maybe succeed in life... but that's too much effort, and we've just distracted Johnny with a more immediate reward. So now, school is about "not hitting anyone." And one day, we stop the candy bars and he continues his "not hitting people," right?
Why? It's better for him to keep this reward structure in place by struggling
just enough that you can't end it. You've permanently handicapped his motivation by over-praising. (The other thing we tend to do in schools is reward
effort, instead of rewarding
achievement. We should always try to
praise effort, but we should only reward achievement.)
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Now that I've gone too long on that, it's time to talk about the flip side. On the other extreme, our society bases too much on
competition. We act as though it should be a universal motivator, appealing to the competitive spirit in all of us. Except not all of us have it, and those that do not to the same degree. Again, think back to school. Did you ever have spelling bees in class, maybe in 4th/5th grade? I did.
And everyone learned real quick who the handful of folks were that would be winners. Everyone else? They were just putting off the inevitable. As long as Kid A was just 1% better than Kid B, Kid A was going to win. After awhile, Kid B learns this and doesn't take much interest in the competition.
See, competition only motivates the top 10% of any given group. That's because competition produces one winner and
many, many losers. Furthermore, not being "the winner" essentially invalidates all the effort and achievement that went into competing--you lost, whether you lost by one point or one-hundred.
What's the point of all this garbage? What does any of that have to do with the article or thread? It's a bit abstract, I know, but I feel that sometimes we confuse "Person not motivated by competition" with "Person who wants to be rewarded for nothing." These are two extremes, and (as usual) the truth lies somewhere in between.
Video games are going through a sort of "adolescence." We're swinging from one extreme (hardcore, competitive focus) to the other (gentle, rewarding effort). While I agree that the issue you're talking about is problematic, I would caution against over-compensating by swinging to the other extreme.
After all, one of the defining features of most extreme positions is that the think of themselves as "the middle."