[MUD-Dev2] [DESIGN] Rewards
Adam Martin
adam.m.s.martin at googlemail.com
Wed Apr 11 13:54:01 CEST 2007
On 10/04/07, cruise <cruise at casual-tempest.net> wrote:
> A lot of the current discussions have involved, obliquely, how players
> are rewarded for what they do.
> ...
> Thus:
>
> a) Players don't need rewards if the activity is enjoyable.
> b) Rewards for activities often reward the wrong behaviour.
> ...
> As per Caliban's recent posts, the more players, the more opportunity
> for b) to become disruptive and spoil your game.
>
> Which leads me to the conclusion that in a multiplayer game, rewards
> should be minimal, if existant. They certainly should not involve an
Or ... that designers should design their games more carefully in
terms of the consequences of the teaching that the games perform on
the players?
(he says, currently in the midst of trying to find better ways to
identify and direct such inherent-teaching :)...)
Adam
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