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Reward Systems, An Excerpt From Level Design: Concept, Theory, and Practice

Gamasutra is presenting an in-depth excerpt from IGF nominated Dyson/Eufloria co-creator Rudolf Kremers' new book Level Design: Concept, Theory, and Practice, which was recently released by AK Peters. This extract, just part of the book's seventh chapter, looks at wish fulfilment and escapism occasioned by some of the best video game level designs.

If somebody holding carrots beats you with a stick it would be very satisfying if you were to wrestle the stick away from your tormentor and make him give you all the carrots.

The previous chapter discusses many of the possible ways in which reward systems and structures can work, and, as importantly, what expectations people have from life.

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