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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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GMaia's avatar

I have been misunderstood, but I am here to explain better the point: in the incipit of the post I link a previous thought where I tried to answer to the question as I actually wanted to provide my point and my solution! The second post came when I read that in favor of players' agency the game should not have mechanics influencing players' choices... regardless or not if players' agency is that wide to affect even reward system, in this case my answer changes and becomes: "No, it is not possible to work out a 'neutral' reward system which doesn't affect the so much beloved agency!" therefore my conclusion is that if I have to live in such an 'imperfect' world where it is not possible to preserve players' agency, then pls build up a reward system which at least aims to your final purpose! ...ans so did I!

PS: please don't pull me in the conversation about agency as I have problems with it... <3

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J. Claypool's avatar

Oh… Got it!

Reward systems may affect (or negate) player agency. This makes the whole idea more difficult… or impossible.

Thanks!

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