Most product teams make one major motivational mistake. They design as if the product were a single static experience.
But the psychology of a Day 1 user is not the psychology of a Day 30 user, and neither is the psychology of a veteran. The motives that bring someone in are not the same motives that make them stay, deepen, and advocate. Miss that, and your engagement numbers go soft in places you can’t diagnose from a single spreadsheet.
This is exactly why Level II and Level III Octalysis matter. They move beyond the basic eight-drive snapshot and turn Octalysis into a multi-dimensional diagnostic system. If Level I tells you which Core Drives exist in an experience, Level II and III help you understand when they matter and for whom they matter.
Speed Run Notes
- Level I Octalysis is the static snapshot of which Core Drives exist in the experience. That is where most practitioners stop. But a static snapshot of a moving thing tells you almost nothing about how it actually behaves over time.
- Level II adds the 4 Experience Phases: Discovery, Onboarding, Scaffolding, Endgame. The same Core Drive can be brilliant in one phase and catastrophic in another. Scarcity in Discovery is intriguing; Scarcity in Endgame is just sad. The phase layer is where products live or die.
- Level III adds Player Types across a White Hat / Black Hat axis. Achievers, Socializers, Explorers, and Killers all experience the same Core Drive differently, and the ethical shade of each drive changes how a mechanic lands. Designing “for everyone” is what produces products that motivate no one.
- The failure mode at Level I is hidden: a product can score beautifully on all 8 Core Drives at the snapshot level and still collapse because it designed for the wrong player in the wrong phase. Most enterprise gamification failures trace back to exactly this.
- Levels IV and V exist but are intentionally unreleased. They cover meta-game architecture and cultural-level motivation design. Most practitioners aren’t ready for them, not because the ideas are esoteric, but because the foundations at Level I–III are still not practiced enough.
Table of Contents
- About the Creator of the Octalysis Framework
- Level I Recap: The Starting Point
- Level II: The 4 Experience Phases
- Level III: Player Types & the White/Black Hat Axis
- Why Most Enterprise Gamification Fails at Level II/III
- A Worked Example: Mapping a Learning Product
- Levels IV and V: The Unreleased Framework
- How to Apply This Right Now
- Frequently Asked Questions
- Related Reading
About the Creator of the Octalysis Framework

Yu-kai Chou created the Octalysis Framework after studying gamification since 2003 — years before the term entered mainstream vocabulary. As a Human-Systems Architect & Behavioral Designer, his framework has been applied by LEGO, Microsoft, Porsche, Coca-Cola, Salesforce, and MrBeast, impacting over 1.5 Billion Users.
Chou has taught the Octalysis methodology at Harvard, Stanford, Yale, Tesla, Google, BCG, and IDEO.
His work has been cited by Harvard, Stanford, MIT, Forbes, Wall Street Journal, Wired, US Department of Energy, NIST, NSF, NCBI, US Department of Education, ClinicalTrials.gov, and 3,700+ more academic publications. Explore his books here.
How Octalysis Core Drives Work
Octalysis maps human motivation across eight Core Drives, each numbered for easy reference. Throughout this post I use the shorthand CDN — CD1 means Core Drive 1, CD2 means Core Drive 2, and so on through CD8. Here is the canonical reference set:
- Core Drive 1 (CD1): Epic Meaning & Calling. The drive of believing you are part of something greater than yourself.
- Core Drive 2 (CD2): Development & Accomplishment. The drive of making progress, building skills, and overcoming challenges.
- Core Drive 3 (CD3): Empowerment of Creativity & Feedback. The drive of expressing creativity and receiving immediate feedback.
- Core Drive 4 (CD4): Ownership & Possession. The drive of owning something and improving what you own.
- Core Drive 5 (CD5): Social Influence & Relatedness. The drive of social connection, comparison, and competition.
- Core Drive 6 (CD6): Scarcity & Impatience. The drive of wanting what you cannot easily have.
- Core Drive 7 (CD7): Unpredictability & Curiosity. The drive of wanting to know what happens next.
- Core Drive 8 (CD8): Loss & Avoidance. The drive of avoiding negative outcomes and protecting what you already have.
The Level II and Level III layers below explain how each Core Drive expresses differently across experience phases and player types. In Discovery, Core Drive 1 and Core Drive 7 typically dominate — meaning and curiosity pull a new user in. Onboarding leans on Core Drive 2 because early wins matter more than depth. Scaffolding is where Core Drive 4 and Core Drive 5 carry the load, while Endgame motivation usually shifts toward Core Drive 1, Core Drive 3, and Core Drive 5. Sometimes Core Drive 6 helps and sometimes it hurts; the same applies to Core Drive 8. Holding that nuance is the whole point of the deeper levels.
Level I Recap: The Starting Point
Level I Octalysis evaluates one experience through the eight Core Drives of human motivation:
- Core Drive 1 (CD1): Epic Meaning & Calling: the belief that you’re doing something bigger than yourself.
- Core Drive 2 (CD2): Development & Accomplishment: progress, mastery, and overcoming meaningful challenges.
- Core Drive 3 (CD3): Empowerment of Creativity & Feedback: the ability to express, experiment, and see your choices matter.
- Core Drive 4 (CD4): Ownership & Possession: the pull of things you’ve invested in, customized, or made yours.
- Core Drive 5 (CD5): Social Influence & Relatedness: being seen by, connected to, and accountable to others.
- Core Drive 6 (CD6): Scarcity & Impatience: wanting what you can’t have right now.
- Core Drive 7 (CD7): Unpredictability & Curiosity: the pull of a pattern you can’t quite predict.
- Core Drive 8 (CD8): Loss & Avoidance: the asymmetric pain of losing something you already felt was yours.
Score an experience across those eight drives and you get a single octagon. That octagon is useful. It tells you whether the design leans left-brain (extrinsic, CD2/CD4/CD6) or right-brain (intrinsic, CD3/CD5/CD7), white-hat (empowering) or black-hat (compelling), and where the gaps sit.
But it is still a snapshot. It gives you one octagon for one moment. That’s powerful for audits and early diagnosis, and it’s catastrophically insufficient when you have to actually build the thing. Motivation changes over time. Users change who they are. Level I, on its own, can’t see either.
Level II: The 4 Experience Phases
Level II adds time.
Instead of one octagon, you evaluate motivation across four phases of the user journey: Discovery, Onboarding, Scaffolding, and Endgame. That creates 32 components to analyze instead of only 8, and every one of them can be the reason a product dies.
These are the dedicated Level II visuals that show the same experience mapped across the four journey phases.
Phase 1: Discovery
Discovery asks why someone tries the product in the first place. Curiosity (CD7), social pull (CD5), mission alignment (CD1), or scarcity and fear of missing out (CD6) can all do the work here. Different combinations produce very different kinds of early users.
The key design mistake is assuming whatever drives initial sign-up will also sustain later engagement. A product that leans entirely on CD6 in Discovery (“only 100 spots left!”) attracts a specific personality and then has to somehow hand them off to CD2 and CD3 once they’re inside. Most products don’t plan that handoff, and so the Discovery-heavy CD6 sign-up churns the moment the countdown timer runs out.
Phase 2: Onboarding
Onboarding is where people learn whether they can actually use the system well enough to keep going. The question every onboarding user is answering silently is, “Am I going to be good at this?”
This is where CD2: Development & Accomplishment does the heaviest lifting. Users don’t want to interact with a smart product. They want to feel smart while using it. Onboarding that parades the product’s cleverness back at the user is a common failure mode; onboarding that engineers tiny, compounding wins on the user’s side of the screen is what buys you Phase 3.
CD3: Empowerment of Creativity & Feedback starts to matter here too. Every time a new user makes a choice and sees the system respond meaningfully, you bank a little trust. Every time they make a choice and the system does nothing, you spend some.
Phase 3: Scaffolding
Scaffolding is the recurring usage loop. Novelty has faded; the system has to earn repeated return behavior on its own.
This is the phase most products underinvest in. Discovery gets a marketing team; Onboarding gets a product team; Scaffolding gets a line in the roadmap that says “retention.” But Scaffolding is where the business actually gets built. If this phase lacks progress (CD2), feedback (CD3), intrinsic enjoyment (CD3/CD7), or social momentum (CD5), users drift even when Discovery and Onboarding were strong.
Good Scaffolding design tends to stack intrinsic drives together. Someone comes back because they’re curious what’s new (CD7), finds out a friend just did something worth responding to (CD5), and ends up finishing a small personal challenge on the way out (CD2). Any single loop can feel thin; stacked loops feel alive.
Phase 4: Endgame
Endgame is where veteran users either deepen or disappear.
Most companies barely design for this phase, which is a strategic mistake. Veteran users are the advocates, the moderators, the teachers, the buyers of the high-tier tier. Treating them like beginners who are just further along insults them and bleeds them out.
CD3 becomes especially important here because creativity sustains engagement long after static rewards run out. CD1 matters too: once a user has mastered the mechanics, the only reason to stay is that the thing is pointed at something worth doing. Endgames that skip both and rely on CD6 (scarce badges) or CD8 (streak loss fear) work for a quarter and then produce a wave of principled exits.
The phase-transition problem
The real power of Level II is that it exposes where motivation collapses between phases. Instead of saying “users churn,” you can ask which transition is weak and which Core Drives are missing at that exact moment.
Discovery to Onboarding fails when the promise shifts. Onboarding to Scaffolding fails when the early wins stop compounding. Scaffolding to Endgame fails when the system stops having anything new to say. Each is a different diagnosis and a different fix. Level I can’t tell them apart; Level II can.
Level III: Player Types & the White/Black Hat Axis
Level III adds the second dimension Level I can’t see: who the user actually is.
Even within the same phase, not all users are motivated by the same things. That’s why one-size-fits-all gamification usually underperforms. Two users in the same Onboarding phase of the same product can look identical on a dashboard and have different motivational profiles.
Level III maps player types across all four phases and all eight Core Drives. That’s 32 × N components, where N is the number of player segments you care about. It’s more work. It’s also the reason the same mechanic can delight one audience and alienate another, and why your “average” user often doesn’t exist.
Bartle as a starting point, not an ending one
Richard Bartle’s four player types (Achievers, Explorers, Socializers, and Killers) are still the cleanest mental model to start from:
- Achievers chase mastery, progress, and status. CD2 and CD4 dominate their octagon.
- Explorers chase novelty and hidden structure. CD7 and CD3 do the work.
- Socializers chase belonging and shared experience. CD5 is their center of gravity, often leaning on CD1 for the “why we’re here together”.
- Killers chase direct impact on other players. CD5 again, but in its competitive rather than affiliative mode, usually alongside CD6.
The trap is treating Bartle’s types as your segmentation. They’re a vocabulary. For real product decisions, the most useful segmentation is almost always native to the product itself: Duolingo’s “streak defender” isn’t a Bartle archetype, it’s a specific motivational posture that emerged from the system’s own design. Build a player-type model that reflects the behaviors you actually see, then map each type against the 32 Level II components.
The White Hat / Black Hat axis
The other dimension Level III forces you to take seriously is the ethical shade of each Core Drive.
CD1, CD2, and CD3 tend to feel empowering. That’s White Hat. The user walks away feeling more capable, more creative, more connected to meaning. CD6, CD7, and CD8 tend to feel compelling. That’s Black Hat. The user keeps coming back, but often without knowing exactly why, and sometimes against their own interests.
Black Hat isn’t evil. Every high-performing product uses it. But Black Hat drives degrade trust over time, especially with veteran users and especially in the wrong phase. CD6 scarcity in Discovery creates urgency; CD6 scarcity in Scaffolding creates resentment; CD6 scarcity in Endgame creates a quiet decision to leave. Level III is where you actually see that pattern, because you can look at Achiever Endgame and Socializer Endgame and ask independently: is the motivation there White Hat or Black Hat, and is that the right posture for that segment at that stage?
Patterns you start to see
Once you add player-type analysis, patterns become much clearer. One group may discover easily but fail in onboarding. Another may get through onboarding but disengage during scaffolding. Another may become strongly engaged only once status and mastery emerge in the endgame. A fourth may bounce early specifically because your Discovery copy reads as manipulative to them, even though it converts fine with a different type.
None of that shows up on a Level I octagon. All of it shows up on a Level III map.
Why Most Enterprise Gamification Fails at Level II/III
When I audit enterprise gamification programs that didn’t hit their numbers, the failure almost always sits at Level II or Level III, not Level I. The Level I octagon usually looks fine. The team did name Core Drives, scored them honestly, and built mechanics against them.
Three patterns show up over and over:
1. Discovery-weighted design, Scaffolding-light reality. Someone builds a big launch campaign heavy on CD6 and CD7 (leaderboards going live, limited-time team challenges, mystery rewards). The first month’s numbers look great. Then Scaffolding arrives and there’s nothing left to earn, nothing surprising, and nothing the user owns. Month three looks nothing like month one. The fix is a rebalanced Scaffolding octagon with CD3 and CD5 doing more work, not another CD6 push.
2. One player type designed for, one player type losing. The program works beautifully for the loud, competitive 15% and visibly alienates the quieter 60%. Leadership reads the engaged-user numbers and declares success. Attrition among the quiet majority happens invisibly until it’s an HR problem. Level III exposes this because it forces you to map the quiet segment separately and notice that their Discovery or Onboarding motivation profile is being ignored.
3. Black Hat in the wrong phase. CD6 scarcity applied to an Endgame veteran population who have already proven their commitment. CD8 loss framing applied to Onboarding users who haven’t yet banked anything they care about losing. Both feel wrong to the user, both produce measurable disengagement, and neither shows up on a Level I scorecard.
These are all Level II/III failures. A Level I audit will rate the program a B+. A Level II/III audit will tell you exactly which transition is broken and for whom. That’s the difference between gamification as decoration and gamification as strategy.
A Worked Example: Mapping a Learning Product
Imagine a company learning platform. Level I audit says CD2, CD3, and CD5 are well-represented, CD1 is present but soft, and CD6/CD8 barely show up. The team feels good. Retention is 38% after 30 days.
Now do Level II. In Discovery, the strongest drive is actually CD1: people sign up because their manager linked skill-building to career growth. In Onboarding, CD2 works well for the first three lessons. In Scaffolding, the loop goes thin: new lessons exist, but nothing compounds. By Endgame, veteran learners are teaching each other in informal channels because the platform has no structure for them to keep going. The Level II map tells you the Scaffolding octagon is malnourished: CD3 is absent, CD5 is accidental, and CD1 has faded because the “why” was never reinforced after sign-up.
Now do Level III. Segment the users: new individual contributors, experienced individual contributors, and people-managers. New ICs do well because Onboarding’s CD2 fits them; they feel themselves leveling up. Experienced ICs stall in Scaffolding because they’ve seen CD2 beginner-level progression before and it bores them. They need CD3 empowerment and CD5 teaching status, neither of which is designed. Managers never really engage because the product was never designed for their motivational profile at all; they wanted CD1 framing about their team’s growth and CD5 visibility into who’s doing what.
That diagnosis produces three specific fixes, not a vague “improve engagement” request: add a creator/teacher path in Scaffolding for experienced ICs (CD3 + CD5), add a team-visibility view for managers (CD1 + CD5), and re-surface the career-growth narrative in Scaffolding emails (CD1 reinforcement). Every one of those is invisible on a Level I audit. Every one of them is obvious on a Level II/III map.
Levels IV and V: The Unreleased Framework
There are actually five levels of Octalysis, though I rarely discuss Level IV and beyond publicly.
What matters here is the pattern of expansion. Level I adds the foundational motivational map. Level II adds time. Level III adds user differences. Level IV and Level V go deeper still, into meta-game architecture and cultural motivation design: the structures that govern how motivational systems interact with each other and with the surrounding culture. I keep them private not because they’re esoteric but because almost no team has the Level I–III foundations strong enough to put them to honest use. Teach calculus to a team that doesn’t yet trust algebra and you get worse decisions, not better ones.
For most practitioners, mastering Level II and Level III already creates a major competitive advantage. The higher levels can wait.
How to Apply This Right Now
If you have a live product, the fastest way to put Level II and Level III to work is a focused half-day audit, not a three-month rewrite:
- Stop thinking of the product as one single experience. Name its four phases explicitly: what does Discovery look like, what does Onboarding look like, where does Scaffolding begin, what does Endgame look like today for your oldest cohort?
- For each phase, draw a separate Octalysis map. Score each of the eight Core Drives at that specific phase, using real mechanics in the live product, not aspirations.
- Find the weakest phase transition (almost always the drop from Onboarding to Scaffolding, or from Scaffolding to Endgame) and fix the two or three Core Drives that collapse there before touching anything else.
- Segment your users into at most three or four meaningful player types based on behavior you’ve actually seen, not archetypes you’ve read.
- Map each segment against each phase. Ask which segments lose momentum where, and which Core Drives aren’t showing up for that segment at that moment.
- Resist the urge to add CD6 and CD8 (Black Hat) to fix a Scaffolding problem. That’s what produces the short-term spike followed by the worse retention curve. Start with White Hat CD1, CD2, and CD3 reinforcement in the phase that’s leaking.
If you want the foundation first, go back to the Level I recap above. If you want the phase structure in more detail, read the full breakdown of the 4 Experience Phases. And if you want the White Hat / Black Hat axis on its own, that’s here.
Frequently Asked Questions
What is the difference between Level I and Level II Octalysis?
Level I analyzes one experience through the eight Core Drives and produces a single octagon. Level II adds time by mapping motivation across the four Experience Phases (Discovery, Onboarding, Scaffolding, and Endgame), which turns one octagon into 32 components and makes the system much more diagnostic.
What are the 4 Experience Phases in Level II?
They are Discovery, Onboarding, Scaffolding, and Endgame. Each phase has different motivational needs, so one static design is rarely enough. Scarcity that’s perfect in Discovery can be insulting in Endgame; creativity that feels intimidating in Onboarding can be exactly the retention engine you need in Scaffolding.
What does Level III add to the framework?
Level III adds player-type differences. It helps explain why different kinds of people drop off, deepen, or engage differently across the same system, and it forces you to design for specific motivational profiles rather than an imagined average user.
Why do most products lose users between phases?
Because the motivational logic that carried one phase often doesn’t carry the next. The transition breaks when the next phase fails to activate the right Core Drives strongly enough, or when a Core Drive that was White Hat in one phase turns Black Hat in the next. Level II is the layer where that becomes visible.
Can Level II and III Octalysis be used outside gaming?
Yes. These levels apply to enterprise software, healthcare, education, communities, loyalty systems, B2B sales organizations, and any experience where users move through stages and vary in motivation. The four phases exist in almost every product; the player-type differences exist in almost every audience.
Do I have to use Bartle’s Achievers, Explorers, Socializers, Killers?
No. Bartle’s types are a useful starting vocabulary, especially for teams new to player-type thinking. For real product work, the better move is to build a segmentation native to your product (based on the motivational postures you actually observe) and map each segment across the 32 Level II components.
When is a team ready for Level II and Level III?
When they’ve honestly mapped at least one product at Level I and can name, without looking it up, which Core Drives their design is activating in each phase. If that feels shaky, stay at Level I until it doesn’t. Level II/III amplifies good Level I thinking and amplifies sloppy Level I thinking just as much.
Related Reading
- Octalysis: Complete Gamification Framework
- The Strategy Dashboard: 5 Components of Gamification Design
- The Octalysis Design Process: 5 Steps Behind a $100K Gamification Strategy
- White Hat vs Black Hat Gamification
- Anti Core Drives
- Books by Yu-kai Chou






