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Consequence and Reward in RPGs
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<blockquote data-quote="Manbearcat" data-source="post: 7716755" data-attributes="member: 6696971"><p>I'm wondering if this thesis is the "casuals versus hardcores" in MMORPGs situation. One side expects newly designed content to be a litmus test that must be struggled and strived through in order to derive any obstacle-conquering-satisfaction, which in-turn will have the lovely byproduct of delineating class or stratifying the culture. The other side isn't interested in cultural stratification so they aren't interested in principles of design that push toward it.</p><p></p><p>I'm also wondering if this were about physical sport, if the implication would map to reward-based games being akin casual forays onto the basketball court with several disparately equipped and minimally (at best) invested participants. This would, in turn, produce a game where having a laugh, a bit of a sweat, and only very incidental/peripheral (at best) moments of something resembling "competition" would be the point.</p><p></p><p>Comparatively, you've got your Sunday game with a bunch of "weekend warriors" who want to test themselves in the crucible of tribal conflict in order to struggle, strive, and (hopefully) derive satisfaction in conquering difficult obstacles and (again) stratify your little micro-culture. At worst, even when conquered you've still tested yourself.</p><p></p><p></p><p>Is that the underlying psychology?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7716755, member: 6696971"] I'm wondering if this thesis is the "casuals versus hardcores" in MMORPGs situation. One side expects newly designed content to be a litmus test that must be struggled and strived through in order to derive any obstacle-conquering-satisfaction, which in-turn will have the lovely byproduct of delineating class or stratifying the culture. The other side isn't interested in cultural stratification so they aren't interested in principles of design that push toward it. I'm also wondering if this were about physical sport, if the implication would map to reward-based games being akin casual forays onto the basketball court with several disparately equipped and minimally (at best) invested participants. This would, in turn, produce a game where having a laugh, a bit of a sweat, and only very incidental/peripheral (at best) moments of something resembling "competition" would be the point. Comparatively, you've got your Sunday game with a bunch of "weekend warriors" who want to test themselves in the crucible of tribal conflict in order to struggle, strive, and (hopefully) derive satisfaction in conquering difficult obstacles and (again) stratify your little micro-culture. At worst, even when conquered you've still tested yourself. Is that the underlying psychology? [/QUOTE]
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