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	<title>Comments on: Games don&#8217;t need to have external reward systems (kind of)</title>
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	<link>http://www.gameproducer.net/2011/01/27/games-dont-need-to-have-external-reward-systems-kind-of/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Fili</title>
		<link>http://www.gameproducer.net/2011/01/27/games-dont-need-to-have-external-reward-systems-kind-of/comment-page-1/#comment-143823</link>
		<dc:creator>Fili</dc:creator>
		<pubDate>Sat, 29 Jan 2011 08:06:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5660#comment-143823</guid>
		<description>There are a lot of games that use achievements in their core mechanic. Team Fortress 2 is a very good example: unlock 10 achievements with the medic and unlock a new weapon for the medic. At 20 achievements another weapon. These new weapons really change the strategy and gameplay. And they have these for each of the 9 classes.
In our next game I&#039;m planning to unlock exclusive content based on achievements. This content won&#039;t be vital but players will want them :P
Another reason for unlocking achievements is e-penis :) I&#039;ve finished starcraft 2 about 4 times and started 5&#039;th time just to get some achievements that my friends don&#039;t have and brag about that to them :)
I don&#039;t buy games just for achievements but if I find one with achievements and I like it, I try to unlock as many as possible. It&#039;s just like Pokemon: gotta catch&#039;em all :)</description>
		<content:encoded><![CDATA[<p>There are a lot of games that use achievements in their core mechanic. Team Fortress 2 is a very good example: unlock 10 achievements with the medic and unlock a new weapon for the medic. At 20 achievements another weapon. These new weapons really change the strategy and gameplay. And they have these for each of the 9 classes.<br />
In our next game I&#8217;m planning to unlock exclusive content based on achievements. This content won&#8217;t be vital but players will want them :P<br />
Another reason for unlocking achievements is e-penis :) I&#8217;ve finished starcraft 2 about 4 times and started 5&#8242;th time just to get some achievements that my friends don&#8217;t have and brag about that to them :)<br />
I don&#8217;t buy games just for achievements but if I find one with achievements and I like it, I try to unlock as many as possible. It&#8217;s just like Pokemon: gotta catch&#8217;em all :)</p>
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		<title>By: Anders</title>
		<link>http://www.gameproducer.net/2011/01/27/games-dont-need-to-have-external-reward-systems-kind-of/comment-page-1/#comment-143796</link>
		<dc:creator>Anders</dc:creator>
		<pubDate>Thu, 27 Jan 2011 16:37:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5660#comment-143796</guid>
		<description>I read a white paper the other day by a digital agency called VerticPortals, which actually makes some interesting points in regards to why social games such as Farmville achieve success through social reward systems - thought that might be interesting?

You can find it here: www.verticportals.com/socialgaming.</description>
		<content:encoded><![CDATA[<p>I read a white paper the other day by a digital agency called VerticPortals, which actually makes some interesting points in regards to why social games such as Farmville achieve success through social reward systems &#8211; thought that might be interesting?</p>
<p>You can find it here: <a href="http://www.verticportals.com/socialgaming" rel="nofollow">http://www.verticportals.com/socialgaming</a>.</p>
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		<title>By: hermitC</title>
		<link>http://www.gameproducer.net/2011/01/27/games-dont-need-to-have-external-reward-systems-kind-of/comment-page-1/#comment-143794</link>
		<dc:creator>hermitC</dc:creator>
		<pubDate>Thu, 27 Jan 2011 14:37:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5660#comment-143794</guid>
		<description>IMO these put-on, additional reward systems are meant to be optional extensions. Some people like to share their stats with friends, others don&#039;t (e.g. myself). As long as such features are optional and don&#039;t bother the core game mechanics its OK.

I agree on the loose coupling of such &quot;features&quot;. The more they are integrated into the core the more important they (may) become for the game flow. Maybe that&#039;s a reason why they are not that deep integrated: to keep &#039;em disposable.</description>
		<content:encoded><![CDATA[<p>IMO these put-on, additional reward systems are meant to be optional extensions. Some people like to share their stats with friends, others don&#8217;t (e.g. myself). As long as such features are optional and don&#8217;t bother the core game mechanics its OK.</p>
<p>I agree on the loose coupling of such &#8220;features&#8221;. The more they are integrated into the core the more important they (may) become for the game flow. Maybe that&#8217;s a reason why they are not that deep integrated: to keep &#8216;em disposable.</p>
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		<title>By: Morning Toast</title>
		<link>http://www.gameproducer.net/2011/01/27/games-dont-need-to-have-external-reward-systems-kind-of/comment-page-1/#comment-143793</link>
		<dc:creator>Morning Toast</dc:creator>
		<pubDate>Thu, 27 Jan 2011 14:26:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5660#comment-143793</guid>
		<description>I don&#039;t believe Achievements are part of the &quot;natural&quot; game. I treat them as reasons to go *back* to the game. Especially games that aren&#039;t endless (like sports, fighting, driving, puzzle), once I play through the game/story once, there is often little reason for me to go back. I can play through the game as I would naturally, then when its over, go back and try to get all the achievements. Particularly for games that have a long first play through, even if it&#039;s fun I don&#039;t want to spend all that time again for no reward. The trophies give me a reason to go back...it doesn&#039;t matter if the game is fun or not.

I don&#039;t treat achievements as a primary goal for any game, they&#039;re always secondary objectives...and I think that&#039;s their point. I don&#039;t think most gamers chase achievements as their goal. But I think achievements are a great addition to our modern games, casual or otherwise.

Do games *need* achievements? No, you&#039;re right. Is there no reason not to have them? Absolutely not.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t believe Achievements are part of the &#8220;natural&#8221; game. I treat them as reasons to go *back* to the game. Especially games that aren&#8217;t endless (like sports, fighting, driving, puzzle), once I play through the game/story once, there is often little reason for me to go back. I can play through the game as I would naturally, then when its over, go back and try to get all the achievements. Particularly for games that have a long first play through, even if it&#8217;s fun I don&#8217;t want to spend all that time again for no reward. The trophies give me a reason to go back&#8230;it doesn&#8217;t matter if the game is fun or not.</p>
<p>I don&#8217;t treat achievements as a primary goal for any game, they&#8217;re always secondary objectives&#8230;and I think that&#8217;s their point. I don&#8217;t think most gamers chase achievements as their goal. But I think achievements are a great addition to our modern games, casual or otherwise.</p>
<p>Do games *need* achievements? No, you&#8217;re right. Is there no reason not to have them? Absolutely not.</p>
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		<title>By: LF</title>
		<link>http://www.gameproducer.net/2011/01/27/games-dont-need-to-have-external-reward-systems-kind-of/comment-page-1/#comment-143790</link>
		<dc:creator>LF</dc:creator>
		<pubDate>Thu, 27 Jan 2011 12:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5660#comment-143790</guid>
		<description>That would be true if all players were the same same. Since this is not the case different game mechanics and reward appeal to different gamers.

Just yesterday I was reading an article on Gamasutra - Lifting The Designer&#039;s Curse (http://www.gamasutra.com/view/feature/6267/lifting_the_designers_curse.php). It&#039;s about a different subject, but here is a quote from it that fits perfectly our discussion.

&quot;The emergence of casual games was made possible by improving the perception of benefit to a type of player that was not motivated by the benefits of core games.&quot;</description>
		<content:encoded><![CDATA[<p>That would be true if all players were the same same. Since this is not the case different game mechanics and reward appeal to different gamers.</p>
<p>Just yesterday I was reading an article on Gamasutra &#8211; Lifting The Designer&#8217;s Curse (<a href="http://www.gamasutra.com/view/feature/6267/lifting_the_designers_curse.php" rel="nofollow">http://www.gamasutra.com/view/feature/6267/lifting_the_designers_curse.php</a>). It&#8217;s about a different subject, but here is a quote from it that fits perfectly our discussion.</p>
<p>&#8220;The emergence of casual games was made possible by improving the perception of benefit to a type of player that was not motivated by the benefits of core games.&#8221;</p>
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