rwarnking / github-importer-test-2

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🌱 Create subtree motivations #53

Closed rwarnking closed 7 hours ago

rwarnking commented 4 months ago
Create this subtree and discuss basic structure.

Spawned by:

Related to:

01.06.2024 Discussion

Due to the rework of the problem types the need for tagging the goals of a game was already limited from the start of the discussion. Nevertheless we opted to discuss the topic and began by answering a few basic questions. Firstly it was important to define whether the goal of a game might be equal to the ending of a game. This proposition was rejected and the end state was defined as something that is not required to be the narrative ending. Regardless of this distinction we were not able to clearly define the goal of the game and instead discussed why the tag might be needed. The reason being the idea to construct a sentence defining key properties of a game. Since this might focus too much on the story of a game (*The goal of a game is to avenge your parents.*). We instead shifted our focus to the main motivation of a game.

Possible motivation might be related to:

We devised three main categories these motivations can be assigned to:

Related Changes

rwarnking commented 3 months ago

10.07.2024 Discussion

Games generally contain content that needs to actively experienced by the player. This means, that the player for example needs to fulfill tasks or overcome challenges. Consequently the game needs to provide content that incentivizes the player to continue playing or keep going. With this tag we want to find an abstraction for mechanics that trigger such behavior.

Generally Motivations can be divided into three groups:

Incentives usually do not directly reward the player, but the reward could be implizit or rather intrinsic for example when practicing a game in the hopes of improvement (Dota 2). Extrinsic motivations on the other hand directly reward the player with new content like better weapons or experience points. This can be understood as an active reaction of the game to what the player is doing. Finally punishments are on the opposite side, trying to either challenge the player or enforcing a certain behavior.
Other less clear motivations are randomness and novelty. While randomness is a mechanic often used to motivate playing a game multiple times, novelty is an internal motivation allowing the player to feel good when experiencing new content.

Following this we wondered whether rewards can be divided again. For the moment we came up with these options:

Unfortunately it is difficult to clearly define the differences between progression and upgrade, which both imply a type of improvement and between upgrade and novelty, since upgrades certainly imply new and unseen content.

Example rewards as a game mechanic

To get a better overview across possible abstractions and what they entail we collected game features on a mechanical level.

We also iterated some games and assigned them some keywords according to the categories.

game progression upgrade novelty incentive punishment
Antichamber global progress tracker (overview map) new skill/mechanic (weapon) unlock new content, level, riddles
The Elder Scrolls V: Skyrim Special Edition continue story, quest log XP, Level up, character progression get consumables, items, money, companion win battles
FTL: Faster Than Light get consumables, money get items, units unlock spaceships win battles, maximize gain, challenging permadeath
DARK SOULSâ„¢: REMASTERED - - - - permadeath
Gris
Searching for definitions related to this issue, we found a graphic that was similar to our ideas, but had some differences. Even though it was and might be helpful in the future we still were not able to pinpoint the concrete tags and categories we wanted to use moving forward.
![Four motivational categories (avoid punishment, gaine rewards, avoid feeling bad, feel good)](https://docs.idew.org/~gitbook/image?url=https%3A%2F%2Fcontent.gitbook.com%2Fcontent%2FravICxRA6w9ohbY4TZQu%2Fblobs%2Fw8V6CzujFHXYoBCXDM0V%2Finternal-external-motivations.png&width=400&dpr=2&quality=100&sign=d93f20d0&sv=1) Quelle

Open Questions

rwarnking commented 5 days ago

18.10.2024 Discussion

We decided to remove this subtree for the moment. Even though we had a basic structure with _incentives_, rewards and punishments it is still difficult to clearly differentiate these (are rewards also an _incentive_?) and assign leave tag to them - without which the tree does not yield any actual information.

Furthermore we found overlaps with already present tags in the tree, for example:

Clearing this up and discussing it in detail would be part of another phase and issue.
rwarnking commented 5 days ago

Based on the discussion of the 18.10.2024 this issue was closed. These Follow up issues were created: