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J. Claypool's avatar

You ask, "How is it possible to create a reward system without it influencing the characters' choices?"

But I would counter... "We want to influence the players'/characters' choices!" Right?

Be providing rewards for some actions... and consequences for others... a game's design leads the player to the desired game experience.

In Monopoly you win the game by getting more and more money. So players try to do that.

So I'm confused as to why you would want to design a game that rewards "without influencing character choices."

Forgive me if I'm misunderstanding.

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