Self-Determination Theory is one of the most well-known models in psychology and game design. Most designers have heard of autonomy, competence, and relatedness before.
But I’ve often felt we talk about these ideas in isolation, as if they exist in neat boxes. In practice, they’re deeply intertwined. When one shifts, the others move too.
This article explores how these needs connect and why understanding their balance can change the way we design for motivation.
Self-Determination Theory (SDT), introduced by psychologists Edward Deci and Richard Ryan, describes three fundamental psychological needs that drive intrinsic motivation: autonomy, competence, and relatedness.
When these needs are met, people feel self-directed, capable, and emotionally connected. They create engagement that lasts far beyond rewards or progression systems.
In games, these needs translate beautifully into design. Let’s look at how they truly feel in play.
Competence is the desire to feel effective and capable. It’s that moment when effort turns into mastery, when something once impossible suddenly feels effortless.
Few games capture this better than Celeste. Its platforming is brutally precise yet perfectly fair. Every fall is a lesson and every restart a test of resilience. When you finally clear that section that seemed out of reach, it feels deeply personal, not because the game praises you, but because you have changed.
That is competence: not dominance, but growth. Good design nurtures this by matching challenge and ability, allowing space to experiment, fail safely, and understand progress. When done right, improvement itself becomes the reward.
Autonomy isn’t about doing whatever you want. It’s about feeling that your choices matter and reflect who you are.
In The Witcher 3, many quests end without a clear good outcome. You make decisions that carry emotional weight, not because of branching scripts, but because every path has a consequence.
Autonomy lives in that tension: the freedom to decide what kind of person you want to be.
But autonomy also lives outside of narrative. In Shadow of Mordor, the Nemesis system lets enemies remember you. Each encounter shapes future ones and the world responds to your actions. It’s not about visible options; it’s about being recognized by the system itself.
True autonomy is when a world acknowledges your presence and remembers your story.
Relatedness: The Quiet Power of Connection
Relatedness is our need to feel close to others, to belong, to be understood, to matter. It can be loud and social or quiet and deeply emotional.
Journey achieves this without a single word. You meet another anonymous player.
No usernames, no voice chat, no way to communicate beyond movement. And yet, when you help each other through a storm or share a moment of silence before the final ascent, a strange intimacy forms. When that companion disappears at the end, it feels like losing someone real.
That is connection at its purest form.
Even single-player games can reach it. The Last Guardian builds its emotional core entirely through the relationship between the boy and the creature, Trico. You don’t talk, you learn to trust. When Trico hesitates or protects you, it isn’t scripted affection; it feels earned through patience and care. The bond grows through shared experience, not exposition.
Design meets emotion when empathy becomes part of the interaction itself.
These three needs: autonomy, competence, and relatedness are rarely experienced in isolation. They form what Deci and Ryan (2000) described as “a dynamic system of psychological nutriments”: each one feeds and strengthens the others.
When one is fulfilled, it supports the growth of the others.
When one is neglected, the entire motivational system weakens.
A player who feels competent is more confident to act autonomously. A sense of autonomy deepens emotional investment, which makes relatedness more meaningful. Together, they create a loop of agency, mastery, and connection - a motivational ecosystem rather than a checklist.
You can feel this interdependence in Hollow Knight. Its progression is built on competence, tough encounters that demand patience and learning, but it’s autonomy that keeps you exploring. You are never told where to go; curiosity itself becomes your compass. As you venture deeper, the world’s quiet melancholy and the faint traces of past travelers spark a subtle feeling of relatedness: You care not just about winning, but about what this place once was. The satisfaction of skill, freedom, and empathy merge into one sensation: belonging through mastery.
Or consider Animal Crossing. It has almost no challenge curve, but autonomy and relatedness are deeply entwined. The freedom to design, decorate, and interact at your own pace creates a sense of competence that is emotional rather than mechanical, a feeling of being capable of shaping a world that responds gently to your presence.
As Rigby and Ryan (2011) noted, “When autonomy, competence, and relatedness are simultaneously supported, play becomes self-sustaining. The activity itself is the reward.” That’s why some games don’t need constant external incentives; the motivation arises from the alignment of these three psychological forces.
But when one breaks, the whole system trembles. A confusing UI can shatter competence by making control feel clumsy. A “choice” that leads to the same outcome can hollow out autonomy. A disconnected world, where NPCs don’t react, or systems don’t acknowledge you, can erode relatedness.
Good design doesn’t maximize each need independently. It creates harmony between them.
The Legend of Zelda: Breath of the Wild is a near-perfect example of that balance. Every new skill you learn (competence) opens more meaningful ways to interact with the world (autonomy). The small environmental details, like villagers recognizing your actions or the gentle care for your horse, reinforce a quiet, emotional bond with the world (relatedness). Each mechanic amplifies the others until they feel inseparable.
In the end, motivation isn’t just about doing more, it’s about feeling aligned.
As players, we are most engaged when challenge feels fair, freedom feels real, and the world feels alive enough to matter.
Over the years, I’ve found that even when all three needs are met, when players feel capable, free, and connected, some games still linger longer than others. Certain experiences don’t just engage us; they change us. They leave us thoughtful, unsettled, or quietly inspired.
Maybe there is something more, a deeper layer beneath satisfaction and flow. A reason why some moments in play stay with us long after the controller is set down.
But that is a story for next time. :)
Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
Deci, E. L., & Ryan, R. M. (2008). Facilitating optimal motivation and psychological well-being across life’s domains
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement
Rigby, S., & Ryan, R. (2011). Glued to Games: How Video Games Draw Us In and Hold Us Spellbound
Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs
Maslow, A. H. (1943). A theory of human motivation
Huta, V., & Ryan, R. M. (2010). Pursuing pleasure or virtue: The differential and overlapping well-being benefits of hedonic and eudaimonic motives

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