In this episode, Tim and Joel talk about why certain games are so replayable, why that is, if and when it is important, and how designers can intentionally think about replayability in their own games. We frame this discussion in terms of intrinsic motivations (gameplay that is inherently pleasurable) and extrinsic motivations (e.g. working towards a goal, trying to find something out, pursuing a story, pursuing social goals like in an MMO). We also talk about games and designers can reduce friction in cases where that might prevent you from returning to a game. 00:00:00 - Introduction and definitions - Intrinsic vs Extrinsic motivations, and friction. Discovery and play as intrinsic motivation.
00:08:50 - The best games weave intrinsic and extrinsic motivations together -- Valheim is a good example of this.
00:18:20 - Counterexample: State of Decay 2 - failure of shared context in multiplayer makes for external counter-motivation -- players end up feeling like there's no point.
00:24:56 - What is a game's "Discovery Space", and why does it count toward intrinsic motivation?
00:49:50 - Juice -- satisfying UX design. A game that is inherently, tactilely satisfying to interact with.
00:58:00 - What are "Extrinsic motivations" and what are some examples?
01:29:30 - Friction: why do people feel like they don't want to come back? How can you design toward getting players back to your game.
01:42:48 - Making it personal: What games are we each most likely to go back to next?
Games mentioned
Truck Simulator, Disco Elysium, Ubisoft games, Valheim, Dead Cells, Mobile Games, One Hour One Life, No Man’s Sky, Dying Light, Minecraft, Elite Dangerous, Pentiment, Frostpunk, Workers and Resources, Going Home, Skyrim, Scum, Cyberpunk 2077, Sifu, Dwarf Fortress, Deathloop, Project Zomboid, Baldur’s Gate 3.