As a school teacher, the distinction between intrinsic motivation and extrinsic motivation is something I face on a day to day basis. You cannot teach a student to be intrinsically motivated, but you can force them to be extrinsically motivated. Grades, parental pressure, peer to peer comparisons, even compliments from the authority figure. These methods do not get students to suddenly become invested in learning about math, science, literature, etc. They do, however, get them to put effort into learning regardless of what little joy they find in it.
Such is the way of public education. A constant push and pull between individualized education for the diverse group of students in the world as well as ensuring their skills and knowledge is apt for the future of our society. The best thing a teacher can do then within said system is create an environment for the students to find a love of learning regardless of the exams, grades, and other negatives. If you think back to your favorite teachers in school there is likely something they did to instill a level of passion or joy for just coming into the classroom each day. If they matched really well with you perhaps they got you invested in a new topic or career path.

In many ways I find that the AAA game landscape is similar to public education in how its goal is to appeal to the masses. Public education serves everyone who does not have the opportunity to choose a private school or homeschooled education. Those situations end up being highly specialized areas where the expectations and results can be controlled due to the individual interests of the stakeholders being more considered. AAA games try to make experiences that are broadly appealing and interesting, niche appeals and interests can’t be catered to as to get the most people involved as possible. So like in public education they overcorrect the expectations for the player and try to implement rigid and clear methods of both punishment and reward with the ultimate goal of getting to the end.

Nintendo, the video game industry’s local House of Mouse, is a notable producer due to their seemingly massive amounts of Quality Control put into their top titles. They are a system built to get people from all backgrounds interested in games, as Disney is the same with animation. Though realistically most games they make are still reliant on very cheap extrinsic design. One does not have to look much further than this same year’s Super Mario Odyssey as a game whose core loop is based on an empty, extrinsic “grab all the moons” open world style. A game whose mechanics bore much discussion but there isn’t really much to say about the middling open world design of the game.

Breath of the Wild of course stands as a sharp difference to most AAA games on the market, even those created by the Japanese Michael Mouse itself. It is a game when discussed is about free flowing decision making as opposed to an accomplishment of objectives. For this review I will simply point to the current third most liked review of the game on the site by @JimTheSchoolGirl which will be my cheap short hand to show why many people love this game. The game itself is less focused on you, the player, beating it but instead giving you different opportunities to interact with systems and create your own creative solution to multiple problem solving situations. Jimminy was never told to do the things he listed here as a goal or a scripted sequence, this was meaningful because he decided to do this himself.
This is Intrinsic Motivation at work. This is something most game designers (and teachers) find nearly impossible to discover naturally but not only did this work for Jimminy, it has worked for hundreds of thousands of other people who salivate at the mere idea of this game. How in the world did they do it?

That’s not any easy question to dissect and give a short answer. It begins with things like the art style and music along with other aesthetic elements having that draw that appeals to many people. That part is the Disney effect so to speak. The game simply looks appealing and accessible without any fluff. That isn’t something to be said about most games especially for Immersive Sims which BOTW is often compared to.
That’s step one. Give people the invitation into the game. If we continue with the Public School Analogy this is the mandatory attendance, the part that gets butts in seats. Except for the fact that games are profit driven and not really meant to raise the next generation (oh dear god hopefully).

The next step is expressed easiest in the intro. You cannot begin a free form adventure in chaos. Most games that do not give you much advice in the beginning are doomed to not appeal to the masses. The developers solution to this was to have a restrictive tutorial with clear objectives before putting the foot on the gas. Much ado has been said about the tutorial island so I won’t dive too deeply into how it was designed, but I will say there are two pulling factors here that cause it to pull in everyone who has begun playing it.
One: A clear problem to solve. 4 shrines, 4 items, one area.
Two: Multifaceted solutions along with many smaller problems existing in the same area (temperature, guardians, weapon durability, etc.)
These combine together to form something similar to what is referred to as Problem Based Learning (PBL) in education. I am not an expert in this subject to be honest, but I will do my best to point out how these function in terms of building Intrinsic Motivation.

The first part is the clear meaningful problem to the participant. Oftentimes a PBL uses some local phenomena (forgive me if I use too many education terms lmao) to anchor itself in the minds of the student, similar to how the island creates a clear and immediate issue in the mind of the player. Secondly there’s many smaller issues in the way that the individual must consider in completing their final task. The game splits up the task into four shrines, each with their own smaller problems surrounding them, however often in Education it requires the students to go through an engineering process of design and redesign. The loop is similar enough to compare them since the player must constantly rebuild their knowledge base with each issue that comes up along the way from dealing with various enemies, climbing, dealing with cold weather, and interacting with natural objects like trees.
The goal of a PBL is that the student is self-sufficient. It stands in stark contrast to the sort of null hypothesis of Teacher Centered learning. Things like lectures and rote memorization as opposed to giving the students agency to investigate solutions on their own end and learn what they need to know at their own pace. This, as you can probably guess, is the line between Extrinsic and Intrinsic Motivation. Being able to give an individual their own agency to solve a given, relevant issue makes it far easier for someone to get invested in something. In education that is what is called Student Centered Learning, and in Breath of the Wild that is the interaction with many systems that is exemplified in the Tutorial Island.

The benefit of the player learning this other than a sense of pride, is that the designers are able to give them different complex problems within the same system and it is up to the player to engage and figure out solutions. This knowledge base can grow for new problems and new experiences, from riding horses, dealing with more complex enemies, the glider, and the dungeons in the game. A PBL exists to get students invested for the duration of the topic before the class starts again with something new to move on to. However the skills gained in the process are invaluable as the topics become more complex.

Of course on the other hand, many people fall off of Breath of the Wild. I know I stopped playing once I hit about 20 hours in and I have no intention to return. It isn’t really hard to see why either in this case. While it manages to draw in a massive amount of people to be naturally entranced to explore the world it creates that won’t ever work for everyone. In fact, to say that most gamers are intrinsically motivated to play games is foolish bait. I have many a person in my Twitter circle that will claim x game/genre is better because of what the player can invest themselves into, but that’s ultimately a very narrow view of the appeal of Video Games. Much of the appeal of gaming can be the rigidity of systems based in extrinsic motivation, hence why the mobile market is the most popular and successful. It is nice to have a simple goal with clear success and failure states (the discourse around Vampire Survivors has made this much more apparent lately).

One of the main issues of Breath of the Wild is that the developers and the game itself do not trust themselves. The core hook, while wonderful, will not keep everyone engaged to the very end. There is never much growth in how the game builds it’s problem solving. The comparison of a PBL often becomes tenuous particularly when it comes to time. A given PBL lesson will last typically around 4-7 hours spread throughout a week or so, this game lasts 30+ hours. There is no growth in these systems as they are introduced early on. There are very few new systems that are introduced as well, and often the ones that are introduced often only take a few moments to solve. There are many extrinsic rewards and objectives littering the game, however you do not do the shrines or divine beasts because they appeal to the feeling of beauty and exploration the game holds within. You do them because there are rewards or because the sensation of checking off an objective on a list is appealing. In so the game does not create objectives to enhance its core experience, but instead to attempt to distract from the flaws of its lack of dynamism.
After 20 hours you may not have seen everything the game has to offer but you certainly can feel like you have. That mileage depends on the person too. Some people will drop Twitter clips in the year of our lord 2022 showing crazy interactions in the game, others like myself will drop it to never pick it up again part way through. The truth is that the game does not build upon its core. It takes a very big “if it ain’t broke don’t fix it” approach which, while respectable, did not entrance me in the way it did for many other players. Once I hit that 20 hour mark I said to myself “This game’s sequel will be straight up bussin’.” Jury’s out to see if that’s really true, but I would imagine the designers are more aware of what I discussed here than I am fr fr.

Breath of the Wild is a fascinating game that causes many regular people to fall in love with its world through Intrinsic Motivation. It fails often because outside of the core systems it does not provide any quality content for the players to engage in, things such as shrines and dungeons exist to fill time rather than improve the experience. I would certainly go so far as to call Breath of the Wild a classic, but it fails in so many ways I won’t gas it up like everyone else on the planet.
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Hey what's up gamers. I don’t really vibe with the author’s note but I will say this is the start of a “series” of sorts where I compare game design and Pedagogy since I think there’s more overlap than people readily consider. Really though this is my Copium of focusing on my career at the moment rather than trying to actually make a game haha. Eventually I will make that sweet game though and hopefully it’ll be good. Ideally it involves punching Dracula but we’ll see what happens.

Important thing to note is I’m a Master’s student in Education and have only taught for one year so far. I’m not really an expert, but I do have a lot of observations so please feel free to critique me and ask pedagogical questions. I’m always happy to tell people about how Teaching works haha.

Also shout outs to my homie @SimonDedalus for his review of Resident Evil 4 which certainly influenced my writing here in more ways than one.

Reviewed on May 08, 2023


4 Comments


11 months ago

teacher with a couple of years under my belt and i really enjoyed this review. i do feel like mario odyssey also utilizes intrinsic motivation with mario's smooth movement style. for me, often the enjoyment of fulfilling the goal (getting a moon) was paralleled with the question: "how can i get to that moon in a creative way with mario doing as many spins as possible?" of course you could simply run to every moon, but it's more fun to backflip, long jump, roll around, jump off cappy, etc. so on a smaller scale, i think it also uses a sort of intrinsic motivation in its own way.

11 months ago

Hey @Pookiemookie I totally agree actually! I know I kind of dismissed it in the review because I didn't really wanna go in depth in how the movement and feel of Mario Odyssey but it definitely has its own intrinsic depth to it. I don't have that intrinsic connection to the game so ultimately I don't really like it but that's something that's always gonna vary person to person

10 months ago

This might be the best review on this website. I sort of had a "subconscious" understanding of intrinsic versus extrinsic learning, but I didn't know that it was a formal idea in teaching and especially never applied it to video games. But it makes sense, and really got me thinking about the games I enjoy the most and how many (but maybe not all) have a relatively strong sense of intrinsic learning to them, at least compared to most games in the industry.

I can see where you're coming from with Breath of the Wild sort of falling off of the concept after about 20-30 hours. It probably took a little longer for me, maybe because the art direction was so strong it kept sucking me in or maybe it was sunk cost, or because it was my first Zelda game and really my first proper Nintendo game now that I think about it. Even towards the end, when the intrinsic learning aspect faded heavily, I still sort of had a strong motivation to complete it just to experience the beauty of climbing Ganon's castle with the score playing in the background (something i did in the early game for fun, and i genuinely could not believe it when a cutscene started and i was fighting Ganon after just recently discovering Kakariko village.)

But yeah, really liked your review. I would be interested to see what you think of Fallout 2 (and maybe 1)

9 months ago

@Snappington1 ty ty for your kind words. One of the things I think about a lot and I'll probably write more about in the future is the game designers role as a teacher as well as how cognitive science tends to play a big role in both. Whenever I get off my ass and write those reviews lmao.

It sounds like you found the intrinsic motivation through your whole playthrough which is nice! Describing that scene in your head is one of those signs that the game did really good to pull you into the fantasy and design of the world which is great to hear! I fell off likely because I lacked that.

Fallout 2 would be fun. At the cRPG pace I'm going at the moment I will probably play it in the second half of 2024 though we'll see, gotta beat a couple more first haha.