“A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.”
― Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World
"...But our princess is in another castle!" - toad, Super Mario
The implementation of player motivation within games has been experimented with since the dawn of games to produce the perfect formula of general interest to be relevant towards the majority instead of the minority, nevertheless before the motivation in game can be delivered the first step is to attack the end user psychological state of mind which is marketing through by providing segments of the game either through an article, demo or/and a video segment of the game.
The primary stage has been achieved and the user has been motivated through the marketing techniques stated above. Providing the user with further motivation to continue the game. This is done through dissimilar methods for different types of games;
As seen with practically every MMORPG title a tutorial is indispensable towards preparing the player for the contents that lies further on, to allow the user to gain the optimal experience throughout the game. However, during the years of these tutorial veteran players have a tendency to get uninterested due to the repetitive and similarities within the genre. As an alternative of creating a separated tutorial developers have started to implement the tutorials within the game to create the "Natural way to go"(1) as in World of Warcraft the tutorial connects through the game in two main ways;
Story: World of Warcraft has a wealthy lore-base, with 62 published books, magazines, comics and online novels to support the in game story, 11 games to recreate the story into a play-able experience which all starts within the tutorial, however every race within the game with the current number of races being 14 at the moment increase the re-playability and motivation for the user.
character development: Whilst playing throughout the tutorial you'll spend a 'reasonable amount of time doing the basic's in which you'll gain or receive rewards which could be items, level, skills or/and achievements by allowing the user to keep after ending their tutorial section.
To provide the opposite to which has been stated above, Runescape had a separated tutorial for the game in which the user starts off on a place called the tutorial island where they could gain knowledge about the game and its functions yet this tend to be quite a nonsense to people who have done it before cause of the time consuming non-skip-able tutorial with no rewards in the end.
The developers noticed this due the complaints by the players and took that feed back to the table to tackle this issue, the result was implemented within their latest major contents update Runescape 3 which was released on 22 June...