[MUD-Dev2] [DESIGN] Rewards
Raph Koster
rkoster at san.rr.com
Wed Apr 11 13:11:16 CEST 2007
cruise wrote:
> a) Players don't need rewards if the activity is enjoyable.
> b) Rewards for activities often reward the wrong behaviour.
I agree with these two points, but I would add
c) Players will choose to do an unfun thing endlessly if there's a
reward for it
d) Players will neglect fun things if it causes them to fall behind in a
rat race.
ANY reward distorts the playing field in that way, and dropping all
rewards isn't a viable strategy either.
> Which leads me to the conclusion that in a multiplayer game, rewards
> should be minimal, if existant. They certainly should not involve an
> increase in power, since that will only worsen the competetive streak.
> The exception to this, obviously, is if you can make your rewards immune
> to b) above /and/ can evenly distribute them amongst all the play styles
> you wish to encourage.
A lack of rewards is a very good way to make your game inaccessible and
unfun to most people.
I agree on the power increase bit tho. :)
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