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On the Harmfulness of Secondary Game Objectives Erik Andersen, Yun-En Liu, Richard Snider, Roy Szeto,
 

Summary: On the Harmfulness of Secondary Game Objectives
Erik Andersen, Yun-En Liu, Richard Snider, Roy Szeto,
Seth Cooper, and Zoran Popovi´c
Center for Game Science
Department of Computer Science & Engineering, University of Washington
{eland,yunliu,sniderrw,szetor,scooper,zoran}@cs.washington.edu
ABSTRACT
Secondary game objectives, optional challenges that players
can choose to pursue or ignore, are a fundamental element
of game design. Still, little is known about how secondary
objectives affect player behavior. It is commonly believed
that secondary objectives such as coins or collectible items
can increase a game's flexibility, replayability, and depth.
In contrast, we present results from analysis of two popu-
lar online Flash games showing that secondary objectives
can easily harm the retention of many players. We support
our findings with data collected from over 27,000 players
through large-scale A/B tests in which we measured play
time, progress, and return rate. We show that while sec-
ondary objectives can encourage long-term players to extend

  

Source: Anderson, Richard - Department of Computer Science and Engineering, University of Washington at Seattle

 

Collections: Computer Technologies and Information Sciences