Sunday 7 December 2008

Motivation Vs Demotivation

In videogames, sometimes a player gets a choice in Style vs Power, but sometimes, the consequences were so much worse than it sounds, that the player is demotivated.

For example in Bioshock, the ice plasmid allows you to freeze the enemy, however, smashing the enemy, while killing them, loses you the loot. Also, the rewards for saving the little sisters were so far spread across the net and by word of mouth that those that were less concerned about getting a greater reward bothered to harvest them.
How do we make the consequences fair?

1.Make it useful still
Bioshock already has one plasmid to immobilise the enemy, so why dont I just use that? The thing is the Ice plasmid is obsolete in comparison to the Shock Plasmid.

2.Think, then Balence
The designer for Bioshock could have thought with more care about the consequences of saving the Little Sisters as the player is greatly rewarded in such a short time. If the rewards throughout the game were both as useful, then we would make up our own minds instead of going down one path as if we had no choice.

I really know of little other applications but for when you are doing character customisations.

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