![]() But if there were multiple light sources in the room, you lose motivation to check them all out, as compared to a singular light source.įor a kids game, I wouldn’t have risked the main motivation factor to be diluted in this way. ![]() We get attracted to the light source because of its sole existence. Imagine a dark room with a single light source. This is a particular double-edged sword design because even though the players will always be motivated to kill the enemies for gems, but if they don’t keep track of the fact that they already killed and collected their gems, the power of the motivation factor could be diluted. You notice gems / dragons / eggs to collect in your vision, you’ll get intrinsically motivated to reach them.īut the problem arrives when you reward gems for also killing enemies, while also making them respawn them upon your death. The level design is fairly straightforward and simple. ![]() INTRINSIC MOTIVATIONS GEMS, DRAGONS, AND EGGS But the bad sections are minuscule in comparison to the rest of the good parts of the game. This is also one of the reason on why the difficulty curve spikes up. ![]()
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