Overjustification is a psychological phenomenon where external rewards (like XP, items, currency, or achievements) reduce a player’s intrinsic motivation to engage with a mechanic they previously enjoyed. Once the rewards are removed, the activity often feels meaningless — even if it was fun before.
The system teaches the player to stop enjoying. Not because the mechanic broke — but because the motivation was hijacked.
1️⃣ Definition
In game design, overjustification occurs when extrinsic incentives replace or override natural curiosity, expression, or mastery. It’s a side effect of well-intentioned reward structures that accidentally devalue the core activity.
📍If a mechanic only feels worth using when there's a prize — it’s likely overjustified.
2️⃣ Why Overjustification Is Dangerous
Symptom | Result |
Players optimize instead of explore | Emergent play disappears |
Mechanics become reward-gated | Joy turns into routine |
Engagement drops when reward dries up | Players feel no reason to return |
The game feels like a “job” | Intrinsic fun is drowned by system pressure |
📍The most common phrase from overjustified players is: "I used to enjoy this — now it just feels like a chore."
3️⃣ Common Design Traps
Trap | Example |
Reward-first design | Players only sneak because it gives bonus XP — not because it's fun |
Login bribes | Daily gem gifts turn play into a commitment ritual |
Cosmetic neglect | Players love decorating, but drop it if it doesn't improve stats |
Exploration replaced by grind | Instead of world immersion, players farm optimal XP zones |
Over-systemization | Roleplay and fantasy are reduced to efficiency charts |
📍Just because a behavior can be rewarded doesn’t mean it should be.
4️⃣ How to Prevent It
Strategy | Application |
Prioritize intrinsic fun | Is stealth, crafting, or building satisfying without XP? |
Use rewards as reinforcement, not bait | Support joy — don’t replace it |
Encourage expression | Let players roleplay, decorate, or explore without efficiency pressure |
Integrate feedback | Use visuals, sound, and narrative — not just numbers |
Reward mastery | Make the act of getting better feel like progress (Celeste’s strawberries) |
📍Design with the mindset: Would I do this even if the reward didn’t exist?
5️⃣ Games That Avoid It Well
Game | Why It Works |
Minecraft | Creativity is its own reward; no XP is needed for joy |
Journey | Pure movement and connection — no points, no score |
Spelunky | Skill expression and failure loops drive mastery |
Breath of the Wild | Exploration is self-motivated, richly responsive, and delightfully unpredictable |
📍These games reward behavior by design — not with currency.
✅ Overjustification Design Checklist
📍Use extrinsic rewards to amplify player joy — not to manufacture it.
Summary
Term | Overjustification |
What it is | When external rewards reduce intrinsic enjoyment of an activity |
Why it matters | Leads to player burnout, grind, and system rejection |
Where it happens | Reward-first systems, login streaks, optimization loops |
Design goal | Build mechanics that are satisfying without bribes |
📍A great game doesn’t train players to chase rewards. It teaches them to fall in love with the activity itself.