I mean bugs in code, not in real life (I’m such a wimp that I hardly ever kill bugs, but rather move them away from our apartment).
Anyway, I mentioned that I finally managed to isolate and fix the nasty bug I had in my game. To me this was amazingly rewarding. I’m really glad you guys helped me out and suggested ways to do things (thanks for that), and I’m especially glad that I finally managed to locate the problem.
It was a huge reward, and got me thinking about game design…
… In some games, you want to give small rewards to the player as soon as he does something right. I think that’s fine, but I must say that I’m proportionally happier now than I was when I added the first perks in the game. I felt good about adding a perk system, but now when I got that really nasty bug squashed, I was thrilled.
Small tasks bring small rewards, big nasty challenges bring big rewards.
Of course the (game design) problem here is: how do we ensure that the big nasty challenge isn’t too big challenge – something that stops us from trying.