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| Re: Bungie speaks... on Behavioral Game Design | |
| Posted By: serpx <god.of.design@gmail.com> | Date: 6/15/12 10:10 p.m. |
In Response To: Re: Bungie speaks... on Behavioral Game Design (Cody Miller) : This article gave me some hope, but the major flaw with the thesis behind : this article is that Hopson still thinks that it is up to the game : designers to create rewards for the player. : Your job as a game designer is to create rules that are compelling to
: The people designing football didn't sit around and think about what rewards
: These rewards are available as a byproduct of the game and each player's
: As a result, when someone plays football and LOVES football, they do it for
: I wish game designers would get this through their heads: DO NOT TRY TO
In my opinion, this is going to be a subjective matter. As one who studies psychology, and is a gamer, I think it is smart for developers to incorporate more psychological ideas into their game designs. It is important, and I agree, for players to create their own rewards to build intrinsic motivation, but I feel external rewards have their place in games as well, as I think they can help players not only get into different aspects of the games, but also fabricate intrinsic motivators which may not have been fabricated without intelligently placed external rewards. For an example, there's players out there who just play Halo multiplayer competitively, and that is it. Offer external rewards outside of the game (i.e. achievements, or external rewards like Credits that can allow purchase of elements to approve the multiplayer experience) that make them do other things (play Campaign, do Warthog Launches, venture out into Halo's openbox environment and try things that would not have never considered). Players then may find that they like the campaign, and the story, or that they like Warthog launching, and thus fabricate their own new rewards/motivators such as playing the Campaign more thoroughly, reading the novels, etc.
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