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| Re: Bungie speaks... on Behavioral Game Design | |
| Posted By: Quantum | Date: 6/15/12 6:10 p.m. |
In Response To: Re: Bungie speaks... on Behavioral Game Design (serpx) : 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. What if, after trying it, players don't enjoy the campaign? Offering rewards relevant to something you want to do, e.g. play competitive multiplayer, through something you don't want to do, e.g. play campaign, can seem unfair—either you play something you don't like, or miss out on an aspect of something you do.
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