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Designing for Motivation
● PNRC Motivation
Player State In general, shoot'em up and beat'em up style games are based on the
player state.
Needs The core of the game play in RTS is generally the source of the
motivation.
Reward The “reward system” is the fundamental base for all motivation
management
Challenge In fighting games and sports games, the motivation is related to the
challenge.
*Mixed => Most games build their motivation on the four PNRC functions.*
Designing for Motivation● PNRC mechanic advantages.
1. Score system
Score bonuses to experience pointsAchievements
Designing for Motivation● PNRC mechanic advantages.
2. Key system
Challenge + reward mechanicKey <= need and reward
Designing for Motivation● PNRC mechanic advantages.
3. Multi-choice
Gameplay => Giving a choice
4. Badges system
Foursquare & Gowalla => "check-in“ earn points and rewards
Reference
Designing for Motivationhttp://www.gamasutra.com/view/feature/129852/
designing_for_motivation.php?page=1
Persuasive Games: Check-Ins Check Outhttp://www.gamasutra.com/view/feature/132657/
persuasive_games_checkins_check_.php?page=1
Behavioral Game Designhttp://www.gamasutra.com/view/feature/
172409/10_years_of_behavioral_game_design_.php?page=1
Thank You!
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