I make a point of never being fanatical -I'm
fanatically against fanaticism!
. So this is not a big problem.
And I'm currently working on a re-design of an
old idea. So it might not be as "pure" as something we'd come up with now.
But I'm finding myself a little bit conflicted with our dogma to reject game elements in our design. Especially the element of reward.
I want our players to feel good about playing. So when they find some important object, I want the game to point that out and congratulate them. Finding these objects is an inherent part of the story. The story is
about 8 objects that got lost and need to be found. It's a good story. It makes sense. And all our interactions and mechanics are created around this (and, of course, to express the atmosphere of the world -which is always the most important thing).
Finding this object gives the player a very real in-game reward: a power they can use in their exploration of the world. There's no rewards for using this power (other than aesthetic ones). But it's very cool to have. Again, these powers are an inherent part of the story.
And yet I started feeling a bit "dirty" with respect to my desire to avoid game elements.
Oh my God! I'm
rewarding the player. Surely that's a
sin!
This got me thinking: Maybe
rewards are an inherent part of interaction design.
When you design an activity for your player and the player decides to do that activity, the designer in you feels happy. So why not express that happiness through the game?
One could say the activity should be its own reward. And I'm sure it always is. But why reject that little extra something? Eating cake at your birthday is fun. But blowing out the candles and having people sing for you makes the whole thing much more memorable and moving.
I realize rewarding is a bit childish. But what's the harm of a little childishness within an experience that is playful anyway?
And could one not consider
not rewarding the player as
bad design?
If the player does something interesting, something that makes the little machine that is the game run a little bit better, isn't it
bad design to just let such a moment pass as if nothing happened? Imagine the player finds a four leaved clover in the grass. But the avatar is so far away that you can't even see it. What's the point of creating the action of finding a four leaved clover if you won't tell the player when it happens? Maybe there shouldn't be such actions in our work. But why reject simple delights like this?
One of the reasons why rewarding pops up in our current project is that it is in fact a
linear design (another
sin?
). The basic idea is that 8 objects have been lost and they need to be returned to prevent annihilation of the game world. So even if there's no necessary order in which the objects need to be returned, and there's other things to do, there's still a very simple straight causal chain between beginning and end. So every step towards this end feels like a little victory. Hence the desire to reward the player.
But even in a non-linear context, rewards can add to the joy of the experience. As per the four leaf clover example above.
So
is it a sin?