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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Simon T. Vesper" data-source="post: 7424838" data-attributes="member: 6949304"><p>I think you're starting from a false premise.</p><p></p><p>Instead, consider <a href="https://gamers.media/7-things-that-players-will-lust-to-have" target="_blank">these possible rewards</a> in an RPG as driving factors for player action.</p><p></p><ul> <li data-xf-list-type="ul">Wealth</li> <li data-xf-list-type="ul">Toys</li> <li data-xf-list-type="ul">Power</li> <li data-xf-list-type="ul">Status</li> <li data-xf-list-type="ul">Novelty</li> <li data-xf-list-type="ul">Enlightenment</li> <li data-xf-list-type="ul">Purpose</li> </ul><p></p><p>A few comments have touched on these. For example, we might view "purpose" as "fighting evil." To what end? Protecting one's own, saving the world, eliminating the opposition ~ doesn't really matter, so long as we recognize the players' motivation and are able to capitalize on it.</p><p></p><p>How should we construct a sandbox game to provide for these motivations? By modeling our fantasy world after the real world. The real world has plenty of opportunity for a person to pursue these goals and, given that there are seven billion people in the world today ~ and there have likely been more than ten billion people throughout all human history ~ there are tons of examples of people being motivated by <em>something</em> and rewarded for their efforts, that we can draw upon to create material for our games.</p></blockquote><p></p>
[QUOTE="Simon T. Vesper, post: 7424838, member: 6949304"] I think you're starting from a false premise. Instead, consider [URL="https://gamers.media/7-things-that-players-will-lust-to-have"]these possible rewards[/URL] in an RPG as driving factors for player action. [LIST] [*]Wealth [*]Toys [*]Power [*]Status [*]Novelty [*]Enlightenment [*]Purpose [/LIST] A few comments have touched on these. For example, we might view "purpose" as "fighting evil." To what end? Protecting one's own, saving the world, eliminating the opposition ~ doesn't really matter, so long as we recognize the players' motivation and are able to capitalize on it. How should we construct a sandbox game to provide for these motivations? By modeling our fantasy world after the real world. The real world has plenty of opportunity for a person to pursue these goals and, given that there are seven billion people in the world today ~ and there have likely been more than ten billion people throughout all human history ~ there are tons of examples of people being motivated by [I]something[/I] and rewarded for their efforts, that we can draw upon to create material for our games. [/QUOTE]
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How different PC motivations support sandbox and campaign play
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