Video games are reward systems. A subset of typical rewards might include:
What's more interesting to me, though, is the role punishment plays in the game rewarding system. Is punishment necessary to a game experience? Is it detrimental to a game experience? I'd argue that it's very necessary, but can be catastrophic based on how it's implemented, and that an effective punishment system can significantly amplify the effect of a reward.
2006's Prey is a great example of a game with a limited punishment system. Since the player character is automatically resurrected each time he dies, the game experience lacks a valuable sense of stress. The game is certainly fun, and the puzzles are interesting, but there's virtually no emotional charge associated with the more violent parts of the game. By implementing a punishment system, Prey could have been a much more engaging experience.
In the GTA IV thread, we had a brief discussion about automatic post-mission saves, and how finding your way back to a save point after a difficult mission was either too risky to be fun, or was an important "stressor element" in the game. For some, fighting your way back to a save point made the mission reward even more valuable, but for others, the delay was just a pain in the ass. Similarly, detractors of 2006's Dead Rising complained that save points were far too sparse, and that a single save slot was a design flaw rather than a carefully planned punishment device. Some people see no (or little) value in punishment whatsoever, and others see it as a critical part of a game experience.
So where's the balance? Is it entirely subjective, or is there a sweet spot? Which punishment systems have irked you, and which punishment systems were positive and significant to your experience?
- Notoriety (HIGH SCORE: POO - 1,080,988,200)
- A plot nugget
- A new weapon, power, or tool with which to reap further rewards
- Achievement/Trophy coupons
- The simple satisfaction of completing a difficult puzzle
- The satisfaction of winning a competition, or bragging rights
What's more interesting to me, though, is the role punishment plays in the game rewarding system. Is punishment necessary to a game experience? Is it detrimental to a game experience? I'd argue that it's very necessary, but can be catastrophic based on how it's implemented, and that an effective punishment system can significantly amplify the effect of a reward.
2006's Prey is a great example of a game with a limited punishment system. Since the player character is automatically resurrected each time he dies, the game experience lacks a valuable sense of stress. The game is certainly fun, and the puzzles are interesting, but there's virtually no emotional charge associated with the more violent parts of the game. By implementing a punishment system, Prey could have been a much more engaging experience.
In the GTA IV thread, we had a brief discussion about automatic post-mission saves, and how finding your way back to a save point after a difficult mission was either too risky to be fun, or was an important "stressor element" in the game. For some, fighting your way back to a save point made the mission reward even more valuable, but for others, the delay was just a pain in the ass. Similarly, detractors of 2006's Dead Rising complained that save points were far too sparse, and that a single save slot was a design flaw rather than a carefully planned punishment device. Some people see no (or little) value in punishment whatsoever, and others see it as a critical part of a game experience.
So where's the balance? Is it entirely subjective, or is there a sweet spot? Which punishment systems have irked you, and which punishment systems were positive and significant to your experience?








