Once again, Mr. Miller has it backwards

by electricpirate @, Tuesday, April 23, 2013, 11:23 (4231 days ago) @ Cody Miller

I'm going to focus on your main reason for opposing player rewards (and by extension player penalties ), which is that focusing on the future somehow diminishes the experience in the now. RPGs are the most common example of this, they focus nearly entirely on the future, but I think strategy games are a better example. The quote above is Sid Meier's, of Civilization fame. Focusing on the future, and using player investment as a mechanism is when way to drive interesting choices in the now.


You are not interpreting my point correctly. The moment to moment enjoyment of the game OF COURSE INCLUDES DECISIONS ABOUT THE FUTURE, such as strategic choices, or planning for future encounters. In your example of a turn based strategy game, yes you have to be thinking ahead, BUT THAT MANIFESTS ITSELF AS DECISIONS YOU MAKE IN THE MOMENT OT MOMENT PLAY, which are themselves enjoyable.

So in other words, reward systems can actually improve the moment to moment experience?

Let me quote your original point,

However when there is a reward involved, this alters the ability of the player to enjoy the moment to moment pleasure of the game, simply because now instead of focusing on the present, the player has to focus on future. If you are driven to play because of that reward, this shift prevents the player from merely enjoying the present moment on its own, since the expectation is now that the present moment carries later on a future reward.

So either focusing on the future alters the ability for players to enjoy games and destroys enjoyment of the moment, or it enhances it. If focusing on the future can increase the enjoyment of the present (as you just conceded) then your argument vanishes.

You are also wrong in thinking that opposing rewards means opposing penalties.

Why? if the issue follows your thesis, that rewards cause alter player behavior in a negative way by putting less focus on the now, punishments do the exact same thing. Now the player is altering their behavior to avoid a punishment instead of gain a boon.


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