anyway.



thread: 2006-10-05 : Reward systems

On 2006-10-09, Vincent wrote:

Frank, there's no reason to think that one reward system will have anything mechanical in common with any other. What makes it a reward system is its relationship to the rest of the game's components (yes, obviously including the fiction), not how it works in isolation, internally.

But sure, whatever. Here's my recommendation: design your games to work functionally over (at least) three timeframes, with interaction and feedback between them. "What do you do right this second, what do you do tonight, and what do you do in the game?" Then if you feel like it, you can retrospectively examine the game, find the little cluster of procedures that creates the said interaction and feedback, and name it "the reward system." If you don't feel like looking for it and naming it, still, you've included it in your design.



 

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