Learn / Player Psychology

Why Players Keep Playing: Competence, Choice, and Connection

Use competence, meaningful choice, and social connection to evaluate the experience your Roblox game offers.

Prefer to watch? 7 hand-picked Player Psychology videos →

Beginner7 min readBy Joseph San Nicolas

Imagine two Roblox obstacle courses with the same number of stages. One makes your improvement visible, lets you choose a route, and gives friends a comfortable place to wait. The other hides checkpoints, forces a single route, and displays your failures to the entire server. Their mechanical ingredients look similar, but the experience of playing them can be very different.

Player motivation is a useful design question, not a formula for making people stay. Ask what the game lets players accomplish, decide, and share. This article introduces three lenses for answering that question and turns them into practical changes for a fictional climbing game. The examples are design proposals, not claims that every player reacts identically.

Use a framework without turning it into a recipe

Research applying self-determination theory to games discusses competence, autonomy, and relatedness as relevant psychological needs. Competence concerns feeling effective, autonomy concerns acting with a sense of choice, and relatedness concerns connection with others. See Przybylski, Rigby, and Ryan's research review for the theoretical background.

These concepts give you questions to investigate. They do not tell you how many coins to award, how long a session should last, or which genre to build. A competitive player and a relaxed explorer may find effectiveness in different activities. Your task is to understand the activity your audience wants to experience.

For the climbing prototype, write three questions on a design sheet. Can players recognize improvement? Can they make a decision that affects the climb? Can they participate socially without feeling exposed or dependent? Answer with observable features rather than statements such as “the game is rewarding.”

Make competence visible through learnable actions

A player can improve without knowing they have improved. If your climbing course silently raises difficulty every time they succeed, their performance may feel unchanged. Give them a stable place to compare attempts, such as an optional practice wall with recognizable jumps and a personal completion history.

Feedback should help players understand what worked. A landing indicator can show where a jump ended. A checkpoint can confirm the section they completed. A short replay opportunity can let them try the same movement again without repeating several minutes of unrelated travel.

Avoid confusing competence with constant victory. A challenge can be demanding when players can see why an attempt failed and what they might change. A moving platform with readable timing teaches a pattern. An invisible trigger that sometimes resets the player teaches uncertainty about the game's rules.

Watch the relationship between input, response, and outcome. If a touch control is too small, a player may appear unskilled when the interface is actually causing missed actions. Fix that barrier before increasing rewards or lowering every obstacle. The relevant experience is whether the action feels controllable.

Give autonomy a real consequence

A choice is meaningful when it changes something the player cares about. In the climbing game, one route might involve careful positioning while another involves timing moving lifts. Both reach the same summit, but they allow different approaches. Selecting a button color does not offer that same kind of gameplay choice.

Introduce alternatives gradually. Two clearly described routes are easier to evaluate than a menu containing twenty unexplained abilities. Let players experience a basic climb before asking them to select a permanent specialization. A decision made without information can feel like a trap rather than ownership.

Make experimentation affordable. A practice zone, reversible equipment selection, or preview can help players learn what a choice means. If trying a climbing tool consumes hours of accumulated currency, players may follow a guide instead of exploring their own preferences.

Be honest about constraints. If the next area requires completing the starter climb, explain that requirement. Do not present three destinations as equally available when two are secretly locked. Players can accept a linear introduction more easily when the game clearly describes what is currently possible.

Build connection through useful shared moments

Social play does not need to begin with chat. Friends can stand together at a checkpoint, signal a safe path, celebrate a summit, or compare photographs of the view. These are ways to participate in the world together without requiring everyone to type quickly or speak publicly.

Design spaces where different speeds can coexist. A waiting platform with a small optional activity lets an experienced climber pause for a newcomer. A shared elevator can take both players to a practice area. If every interaction demands synchronized skill, friends with different experience levels may struggle to remain together.

Avoid making strangers responsible for basic access. A door that requires three simultaneous players may work in a busy server but fail completely at quiet times. Provide an alternative route or a solo version so social interaction adds possibilities rather than becoming a prerequisite for ordinary progress.

Also think about unwanted attention. Publicly announcing the player with the most failed jumps may entertain some people while discouraging others. Ask what information needs to be shared, who benefits, and whether the player has a choice. Connection should not require surrendering control over every performance detail.

Look for conflicts between your systems

An individual feature can support one need while undermining another. A global leaderboard makes achievement visible, but it can also tell newcomers that meaningful success is impossibly far away. A team reward encourages cooperation, but an unequal contribution rule can produce resentment.

Consider a summit badge available only to the fastest player in each server. It creates a clear competition, yet players on slower devices may have little practical chance. You could retain the race while adding personal improvement badges and cooperative route goals. The game now recognizes more than one valuable contribution.

Inspect monetization in the same way. Selling a cosmetic climbing trail can support expression. Selling the only reliable tool for completing the introduction changes the player's relationship with challenge. Ask whether the purchase expands a chosen experience or repairs a frustration the design deliberately created.

Check the entire session rather than scoring isolated features. A player may enjoy choosing a route but lose that sense of control when every failure sends them back to a lengthy mandatory cutscene. Motivation emerges from the sequence of experiences, including interruptions and recovery.

Turn the framework into a playtest

Give testers the prototype without explaining your three design goals. Observe where they repeat an action voluntarily, try an alternative, or approach another player. Afterward, ask what made them feel capable, which decisions mattered, and whether playing with someone else changed the experience.

Avoid leading questions such as “Did the checkpoint make you feel competent?” Ask what they thought the checkpoint did and whether it helped them decide what to try next. Their answer may reveal that your feedback was too subtle or that they interpreted it as a penalty.

Compare answers with behavior. Someone might say the alternate route sounded exciting but never discover its entrance. That suggests a visibility problem rather than proof that route choice has no value. Someone who enjoyed the summit may still leave because the next climb is unclear.

Record differences between players. Familiarity with Roblox, preferred input device, interest in competition, and whether they joined with a friend can affect the session. Use those differences to refine your intended audience rather than averaging everyone into a fictional universal player.

A motivation audit you can complete today

Choose one ten-minute segment of your game. Write down the actions that can demonstrate learning, the decisions that alter play, and the opportunities for comfortable interaction. For each, identify one barrier: unclear feedback, an expensive reversal, a missing solo fallback, or an unnecessarily public comparison.

Change one barrier and test again. Keep the question specific enough that you can observe the result. For example, ask whether a visible practice entrance encourages players to retry a movement before returning to the main climb. That is more actionable than trying to “increase motivation” across the whole game at once.

Use the findings to plan player choice and social cooperation. The framework is most useful when it changes an actual decision in your prototype and gives you a clear question to test next.