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Posted By: Christopher KubasikWait wait wait...
For the record, this exactly isThe Fruitful Void.
Posted By: Paul BRelated note: intermittent rewards are psychologically more powerful than guaranteed, systematic rewards. That's what makes Las Vegas work. Also in dog training: You don't give the treateverytime, otherwise they will not behave correctly in the absence of the treat.
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Posted By: BenhimselfIt's interesting that the reverse of this is also true if I recall my years-ago psych classes correctly: that people tend to value higher what they pay more to get.
Posted By: Paul BRelated note: intermittent rewards are psychologically more powerful than guaranteed, systematic rewards.
Posted By: BurrA variable schedule is best for maintaining a behavior that's already been shaped (i.e., after they know which behavior produces which consequence). However, rewarding every time is the best way to start shaping a behavior from the ground up.
Posted By: anon.adderlanThe is the psychological root of why we play games in the first place.
Posted By: Levi-Who-Babbles.When you reward a behaviour, or create a mechanism, people will often become blind to the actual virtue being rewarded or the thing the mechanism supports - they just see the reward and the mechanism, and act accordingly based on those things.
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Does that resonate with you? How so, or not so?
Posted By: Simon_PetterssonSo Magnus and Matthijs, do you advocate not having reward systems at all in games (presuming we've all learnt the neccessary skills), or just removing the ones pointing toward what ought to be fuitful void?
Posted By: Mark WReward systems can be leveraged to provide fictional positioning.
Posted By: MatthijsI'm with Magnus. Short-term reward systems are good for putting the focus on (or teaching) specific behavior or skills. Then, after the behavior has been internalized, the reward systems should be removed so the players are free to use the new skills/behavior when they like. Long-term intrinsic rewards (like the feeling of having finished a good campaign) or social rewards (like your friends talking about how cool your character is) take over. One might say that at that point we stop being lab rats and turn into social and artistic beings.
Posted By: Simon_PetterssonSo Magnus and Matthijs, do you advocate not having reward systems at all in games (presuming we've all learnt the neccessary skills), or just removing the ones pointing toward what ought to be fuitful void?
Posted By: Mark WIn a game with mechanical rewards, acting without regard to the reward mechanic is a statement of character.
Posted By: Mark WThey're useful for a lot more than just "training wheel" effects, and it seems to me that one skill of play is to know when to ignore them.
Posted By: Mark WCompulsive pursuit of mechanical reward, even when fictional integrity or expression indicates otherwise, isn't a rules problem. It's a people problem.
Posted By: Mark WYou can use this power for lots of things. Trivially, you can use it for power-up-type effectiveness. More interestingly, you can use it to set up new content, alter situations, and generally influence the direction and content of play.
Posted By: Mark WHmph. Rewards are only as powerful as we let them be. In a game with mechanical rewards, acting without regard to the reward mechanic is a statement of character. Reward systems can be leveraged to provide fictional positioning. They're useful for a lot more than just "training wheel" effects, and it seems to me that one skill of play is to know when to ignore them. Compulsive pursuit of mechanical reward, even when fictional integrity or expression indicates otherwise, isn't a rules problem. It's a people problem.
Posted By: Mark WI sense that some of the hostility toward mechanical rewards may come from a desire to customize "aboutness" to individual taste or not to have a central organizing principle for play.
Posted By: Paul BCan you expand on it a little?
Posted By: Paul BI think that's certainly true of games with an element of chance. There's also the game form where the psychological pleasure (probably) arises from pattern recognition and pattern completion -- Chess, Go, etc.
Posted By: Paul BOn that same note, I think combining intermittent rewards with pattern completion is where you get mega-addictive games like Tetris, Bejeweled, etc.
Posted By: Paul BI'm not sure RPGs have tapped into that yet. If such a game existed, could that support the fiction-making at the core of RPGs or would it be a distraction?
Posted By: MagnusIt's like training wheels on a bike.
Posted By: Jonathan WaltonMechanical rewards (including XP) are there to encourage players to do stuff that you want them too; therefore, if they're already doing what you want them too, there's no need for a mechanical incentive.
Posted By: Jonathan WaltonConsequently, in line with this thread, I see mechanical incentives as teaching tools that are only necessary until the players have figured out what they're supposed to do and remember to do it consistently.
Posted By: Jonathan WaltonAdditionally, in many games, mechanical incentives could be successfully replaced with social incentives.
Posted By: Jonathan WaltonHowever, like mechanical incentives, you might want mandatory social incentives like that to fade away as the group becomes more accustomed to doing things instinctively.
Posted By: Jonathan WaltonIn other cases, if a mechanical incentive is rendered unnecessary by the play culture of the group, it can throw the play culture of the group off. For example, if you watch a bunch of experienced indie gamers sit down and play Wushu, for example, it can be really weird.
Posted By: Levi-Who-Babbles.
Does that resonate with you? How so, or not so?
Posted By: Matthijs(Levi, please let us know if we're straying too far from the thread topic...)
Die rewards, die!
Posted By: Marshall BurnsBut why would Iwantboth at once? What can I do with that? I don'tgetit.
Posted By: Marshall Burns
"More authority over the fiction" is something that I amextremelysuspicious of. I'm not interested in story-based gaming in which "the players get to tell their story." I like the more Sorcerer-esque style of "I control my characters decisions, you throw pressure and circumstances at him."
Posted By: Marshall Burns
"More authority over the fiction" is something that I amextremelysuspicious of. I'm not interested in story-based gaming in which "the players get to tell their story." I like the more Sorcerer-esque style of "I control my characters decisions, you throw pressure and circumstances at him."
Posted By: Marshall BurnsOk,that'sinteresting. The advancement doesn't make it easier to win conflicts in general so much as it opens up new arenas of conflict; that's what you're saying, right?
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