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The Reward series, part 1: The basics of reward

This article is the first part of a series about reward in computer games and all that is related to it. In this article, I’ll explore the basics of rewards. First, I define what a reward is. Then, I talk about what rewards mean for the game as a whole and what happens if a game isn’t rewarding enough. After that, I’ll try to identify the different types of rewards a game designer can use and finally, I’ll discuss some ways in which we can make rewards more effective. Read the entire entry »

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September 20th, 2006 @ 08:12 PM • Filed under Gameplay

Risk: importance isn’t necessity

4 Votes | Average: 1.75 out of 54 Votes | Average: 1.75 out of 54 Votes | Average: 1.75 out of 54 Votes | Average: 1.75 out of 54 Votes | Average: 1.75 out of 5 (4 votes, average: 1.75 out of 5)
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September 17th, 2006 @ 05:13 PM • Filed under Target Audience, Gameplay, Linking

Difficulty levels

3 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 53 Votes | Average: 4.67 out of 5 (3 votes, average: 4.67 out of 5)
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September 2nd, 2006 @ 08:03 PM • Filed under Target Audience, Gameplay, Learning curve