Autonomy, Mastery and Belonging: the Purpose I Designed Into Each Server
When I designed the network I didn't start with features, but with what a person needs for something to matter to them. Autonomy, competence and belonging, shared out deliberately among the game modes.
Autonomy, Mastery and Belonging: the Purpose I Designed Into Each Server
When I sat down to design the network, I didn't start with the features. I started with a question that sounds odd for a Minecraft server: what does a person need for something to truly matter to them?
I didn't invent it. The answer had been written down for decades, and I decided to build on top of it instead of improvising.
The three levers I use for everything
Self-determination theory (Deci and Ryan) says that lasting motivation rests on three needs: autonomy —I choose—, competence —I genuinely improve— and belonging —I matter to someone—. Ryan, Rigby and Przybylski (2006) measured them inside video games and found that each one, on its own, predicts that a player will come back.
Three levers. I realised that each mode I wanted to build pulled mainly on one, and that if any mode was left with none, it would have no soul. So I shared them out on purpose.
Autonomy: the place where you choose
The Lobby and the building world exist for the first. Here nobody tells you what to do. You put up whatever you like, at your own pace, with no scoreboard above you. It's the mode closest to what Stuart Brown called free play: with no goal imposed from outside, which doesn't make it any less serious, but more human.
Autonomy is fragile: one badly placed leaderboard or one compulsory quest is enough to kill it. That's why this space has none. Its purpose is for the choice to be yours, and I protect it by leaving it almost empty of rules.
Competence: the place where you get good
Progression —Prison mode is the clearest example— exists for the second. Here you rank up by playing, not by paying. The difference seems small and it's everything: competence, in Deci and Ryan's sense, is the feeling that you improve through your own effort, and that feeling can't be given away or sold without destroying it.
I took a decision that's uncomfortable for the wallet: no loot boxes, no payment that lets you skip the queue. If you could buy the high rank, I'd be stealing precisely what you come here looking for —proof, to yourself, that you're capable—.
Belonging: the place where you matter to someone
Team and competitive modes sustain the third, and they're the ones that worry me most. A team gives belonging; a status leaderboard, on the other hand, fakes it and raises tension in its place. The line between "we play together" and "I beat you to feel bigger" is very thin, and I know that at times the network still drifts towards the wrong side. It's one of the things I'm still fine-tuning, and I'd rather say so than pretend it's solved.
The server as a stage
There's an idea of Goffman's I use as a compass even though he never wrote about video games. Goffman described social life as a stage: we present ourselves to others and, in that presenting, we become someone. A server, by analogy, is exactly that —a stage where a person can rehearse and become a more capable version of themselves without the cost that has outside—.
The shy kid who doesn't speak in class leads a build here. The person who is in charge of nothing in their daily life runs their own plot here. It isn't pretending: it's trying out who you can be in a place where making a mistake doesn't sink you. Designing for that is designing the stage with care, so that someone's best version has somewhere to come out.
What brings the three together
McGonigal, in Reality Is Broken (2011), adds a fourth thing above the others: epic meaning, the feeling of being part of something bigger than yourself. It's what turns three needs being met into a place you belong to, not a place where you kill time.
That, in the end, is the purpose I try to design into each mode: that you choose, that you improve, that you matter to someone, and that all of this happens inside something that feels bigger than a one-off match. When that intention became a concrete place in Spanish, I called it KobiiCraft. It isn't a promise that it will change your life. It's a stage built so that, while you're there, you have somewhere to matter.
What it isn't yet
It would be dishonest to close as if everything were done. A good part of this is intention with evidence behind it, not a mechanic already polished in every corner. That's why every claim here has its flip side in a list of pending work: what I say the server does, it either really does and can be checked, or it's a debt I have to pay.
A server that knows its job is to give purpose doesn't prove it by promising it. It proves it by designing each mode so that one of those three needs finally has somewhere to be met.
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