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Rickard Elimää
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Dunno why this post didn't appear in the first place. I'm trying reposting it. hris Crawford proposed a scoring system for drama such that you get points for doing dramatically meaningful things. Juliet gets big points for killing herself, no points for shrugging and walking out of the tomb and leaving Romeo dead. Crawford didn't go into the idea in detail, however. There is a game called Pantheon and Other Roleplaying Games that works like this. You can read about it in this review. I wonder however if there is any difference between this method and giving out mechanical rewards for doing what the developer wants the player to do.
Toggle Commented Aug 28, 2013 on Implicit Contracts and Game Narrative at ihobo
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Yep, noticed it because I got that site in my rss feed as well. :) After I posted my comment, I took a step back and realized that it is, like you said, something that was common in older game design. Collecting hard-to-get stars in a platform game, as an example. One thing I liked with the first Portal was that you could try to solve each stage in a different way, either by using the least portals, the least number of steps or the least time(?). I always felt really rewarded when I got to an even lower score. It's basically three different high scores, depending on how you want to solve the puzzle, but it's also an variant of achievements. I didn't have to reach any of those "high scores", but to do that I had to attack the problem in different ways.
Toggle Commented Feb 13, 2013 on Riddles of Difficulty at Only a Game
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I was reading about achievements the other day and how bad they are because they ruin the fun of the game, where you almost compulsory hunt for achievements. So I started to think about this post, and about dynamic difficulties. How about combining achievements and difficulties? It's not a new thing, but how about making it more obvious? Lets say that you got a platform shooter and before each level, the user can see what achievements to reach and if has been collected for this level. Without trying to collect achievements, the game is pretty easy, but when having achievements like "Never used a submachinegun", "Never stood still" and "Collected all five achievements in one go", the user can force itself to strive for harder challenges. Just a thought.
Toggle Commented Feb 7, 2013 on Riddles of Difficulty at Only a Game
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Seven years later, and I dare to make a comment. :) I miss one reward in your list and that's feedback. You know, when you push a button and a lamp is glowing as an answer. I would like to take this a step further and talk about feedback loops, where one thing reacts on another thing that created a reaction something that the one thing started; where everything loops back. Feedback loops are really important in tabletop roleplaying games, where your character's action will create consequences. This is something I really miss in computer roleplaying games, where what I do will perhaps create an outcome in the end, but it will never come back and haunt me. I want to see the world's response of my actions.
Toggle Commented Jan 24, 2013 on Designing Rewards in Games at Only a Game
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Jan 24, 2013