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How to reward players

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,233
Location
Ingrija
Tasteful rape of helpless NPCs is the best reward a player can receive.

So Biowares been doing rewards right all along...whoulda thunk?

Rape has to be interactive, duh. In bioware's case, it's more like a tasteless rape of helpless player by NPCs.
 

Somberlain

Arcane
Zionist Agent
Joined
Mar 5, 2012
Messages
6,202
Location
Basement
Best reward is to crush your enemies, to see them driven before you, and to hear the lamentations of their women.
 

Farage

Arcane
Patron
Joined
Feb 17, 2014
Messages
596
With positive reinforcement when the desired action is triggered
SKINBOX_thumb%5B1%5D.jpg
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
You shouldn't reward the player for his success. You should only punish him for his mistakes, preferably as often and as harshly as possible.

Also, real-life Bloody Mess should be applied to anyone who insults Fallout's death animations.
 

Freddie

Savant
Joined
Sep 14, 2016
Messages
717
Location
Mansion
I'm not sure what the actual question here is. If game manages to capture player, I think it's based on rewards that may not be even consciously perceived, or experience in general feels rewarding.

I'm not sure how player skill / character skill is defined here. In principle I like when character building have consequences in the game world, for example in NPC interactions and ways to interact with environment. Character intelligence and charisma, dexterity, strength and perks can influence outcome in different situations. Ones that I think may be sometimes overlooked are character race and affection and game worlds acknowledging choices made in game world.

Other things I can think are rewards for exploration, it can be secret place or container with a book which expands 'lore' explains something, etc. or code to open safe containing some item or whatever.

Certain things can work in RPG's and shooters. I can think of headshots, disarming NPC which a good shot, or support abilities that actually can make a difference if used right, etc. in RPG's I think it's about choices made in character building and progression, in shooters it's pure player skill.

What sort of opportunities level design gives to different kind of characters or players is what I feel is also important.

What comes to gore, it's also feedback to player. Marcus with a minigun pulverizing enemy tells something about how well build is working in current environment. In shooter that exploding head (sound effects are also very important) is clear feedback that enemy in question is not a threat any more and player can focus on threat analysis, or choose which threat should be eliminated next, or if team mate needs healing or puffs, or if there's anyone really at the objective etc.

So I think there are lot's of mechanics besides gore show used to reward players already.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,151
Location
Searching for my kidnapped sister
The problem of bloody mess is that you have to click on the ash to pick up item, one by one. If you have a mechanism to create a "pile" to group them, I have no complaint.
 
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deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,388
Location
Flowery Land
Unique, non-random generated, items with unique effects that hopefully aren't useless.
 

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