The Engagement Channel Model
The Engagement Channel Model
By Andrezej Marczewski
February 09 , 2021
Summary
Rewards and Challenges Over lockdown, I have started to play video games more than I have in a few years.
It's a simple enough shooter, but it has made me think a bit about how I understand the balance of challenge and skill in a game.
By our usual description of how challenge and skill need to balance, you would expect the challenge to increase constantly as you play the game.
Why? Should I not be getting bored? My skill has increased, but the system created challenge is the same.
Whilst the system designed challenges - the levels, the bad guys the objectives - don't change, my character and my personal challenges do.
I get new skills, creating my own personal challenges to overcome.
Initially, I wanted to upskill my sniper but soon realised I enjoyed playing as the heavy weapon specialist, so began to challenge myself to unlock all the weapons available, to get all the news skills and to get all of the various trophies and awards related to killstreaks and the like.
My concept of the Skill vs Challenge model has had to change.
To prevent boredom as system challenges remain the same, provide opportunities for the emergence of personal challenges to keep players engaged.
On the flip side, to prevent frustration, provide meaningful rewards to give players hope and a reason to be resilient and continue playing, even if their skills are not quite up to it, encouraging them with congratulations, empowering them with new tools.
Reference
Marczewski, A. (2021, February 09). The engagement channel model. Retrieved April 10, 2021, from https://www.gamified.uk/2021/02/09/the-engagement-channel-model/