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"The behaviour is very hard to break in most videogame players because they have been heavily rewarded for smashing crates and barrels in the past."

I think this might have more to do with the fact that smashing a crate is more fun than leaving it alone (if only slightly). So even if you know a power up won't ever come out, you might as well break it anyway just for kicks. Now if a game actually punished you for breaking crates, I'm sure no one would do it.

"Now a particular design challenge here is that different players enjoy different things, and thus there are no guarantees that something that is offered as a reward will be received as such."

Good point. Another thing that should be taken into account is cost:reward. For example, getting a bigger house in Animal Crossing may technically be a reward, but if it means I have to play that garbage then the cost:reward is way too unbalanced.

"In a positive fighting game, an ally rescues the player, drives off the foe and heals the player."

Haha, in a way that would be more punishing than losing the fight. Getting rescued by an ally, healed and him taking care of the opponent sounds more humiliating than getting knocked out. At least if I fought hard and lost I still have some of my dignity!

Some of the 'deus ex machina' ways suggested to enable progression sound like rewards - it certainly sounds like an interesting animation (at least) that I'd want to see again.

Dragon's Lair's death screens were so varied that they almost acted as 'compensations' - you are given a 'time-punishment' but treated to a new animation each time you die in a new way. Maybe this helped the game endure despite its unforgiving nature and lack of interaction - the bittersweet mix of a restart and a 'rewarding' animation providing an addictive mix and almost training people to play the game to die in new ways.

I think a 'positive fighting game' could simply forego any possibility of your character dying. Maybe exclude your own life bar, have infinite life bars or have the character stay alive when the life bar reaches 0, but then recieve no bonus points for energy remaining.

Rewards could then be given for time taken, high combos and lack of damage taken.

This might actually be a fun, interesting high-score game though the variability of rewards is at odds with the understandability that I think a good high score system should have.

Would a decent compromise be to multiply all points by the level number? Or is unpredictability the key element of 'variable rewards'?

I know that mice hit the lever more if there's % chance of getting food than if food is certain, but what if it follows a pattern? Has that experiment ever been done?

Anyway, great article. Lots of food for thought. I hope you don't mind my stream-of-consciousness comment.

Love.

Sirc: I think it's fair to say that positive game design isn't intended for a player such as yourself you is already an established gamer! :) We're talking about ways of making less punishing games for the purpose of training or entertaining a wider audience, after all.

And regarding the crates, "The Legend of Zelda: The Wind Waker" actually *did* have a section which punished you for smashing pots. But only in one area of the game world. I don't think it stopped people for long. :p But I take your point that there's something intrinsically entertaining in smashing things up for many people.

Bezman: yes, you wouldn't necessarily want the deus ex machina to seem directly rewarding... it's a fine line to walk.

As for Dragon's Lair, this was such a punishing arcade game, and at the price they were charging at the time I'm not sure dying really was good value! :)

"Or is unpredictability the key element of 'variable rewards'?"

It's certainly an important element of variable rewards - if people know exactly how the rewards work, they can game them, but if they are truly variable it is (according to positive training theory) more re-enforcing.

And no, I never mind stream-of-consciousness comments. :)

Cheers for the comments!

I am too tired right now to write a coherent comment, but suffice it to say that I am *extremely* intrigued by this 'positive game design' approach and its potential for educational and mass market game design. Thank you.

The one example that really demonstrates this to me is Music Catch, a surprisingly popular Flash game created by Reflexive, a casual game studio. Its popularity compelled me to look closer at its design decisions.

Reading your book 21st Century Game Design with its discussion of Wanderer play styles helped me think about this further, but this article really provides some startlingly clear perspective.

I'm not sure yet how this will impact my approach, but I'll write back again when I've had more time to think about it. Thanks again.

axcho: glad to hear this has sparked something useful in your head! :) Please do come back and let me know if anything tangible comes of it.

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