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	<title>Comments on: Keys</title>
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		<title>By: admin</title>
		<link>http://www.flare-rpg.org/index.php/keys/comment-page-1/#comment-111</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 21 Oct 2009 10:57:19 +0000</pubDate>
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		<description>Thanks Callan, good suggestions. I&#039;ll need to think about the player rewards once I have the crude basic mechanisms working. Im just now pondering if I should add a basic item based quest system to the game already. It would make rewarding straightforward. But are we all bored about &quot;go get 10 wolf hides for me&quot; type of game mechanisms? Is there any good alternatives?</description>
		<content:encoded><![CDATA[<p>Thanks Callan, good suggestions. I&#8217;ll need to think about the player rewards once I have the crude basic mechanisms working. Im just now pondering if I should add a basic item based quest system to the game already. It would make rewarding straightforward. But are we all bored about &#8220;go get 10 wolf hides for me&#8221; type of game mechanisms? Is there any good alternatives?</p>
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		<title>By: Callan S.</title>
		<link>http://www.flare-rpg.org/index.php/keys/comment-page-1/#comment-110</link>
		<dc:creator>Callan S.</dc:creator>
		<pubDate>Tue, 20 Oct 2009 05:00:53 +0000</pubDate>
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		<description>Just on the key drop you must have to get through, this might just be me but I think you need to look at whether your presenting a sort of gamist challenge in doing that or not. If it&#039;s a challenge, then it&#039;s not a matter of must, but more like you daring the player to try and suceed at it. And if they do, they don&#039;t just get past the skeletons, they also get a congratulations message for passing the challenge.

Otherwise I think (perhaps I&#039;m wrong) it seems more frustrating - because they can&#039;t get past unless they get the key, but getting the key isn&#039;t made out to be anything special in itself.

Actually I wrote something about that on my blog (I&#039;ve got a second one now): http://philosophergamer.blogspot.com/2009/10/psychology-of-gamism.html</description>
		<content:encoded><![CDATA[<p>Just on the key drop you must have to get through, this might just be me but I think you need to look at whether your presenting a sort of gamist challenge in doing that or not. If it&#8217;s a challenge, then it&#8217;s not a matter of must, but more like you daring the player to try and suceed at it. And if they do, they don&#8217;t just get past the skeletons, they also get a congratulations message for passing the challenge.</p>
<p>Otherwise I think (perhaps I&#8217;m wrong) it seems more frustrating &#8211; because they can&#8217;t get past unless they get the key, but getting the key isn&#8217;t made out to be anything special in itself.</p>
<p>Actually I wrote something about that on my blog (I&#8217;ve got a second one now): <a href="http://philosophergamer.blogspot.com/2009/10/psychology-of-gamism.html" rel="nofollow">http://philosophergamer.blogspot.com/2009/10/psychology-of-gamism.html</a></p>
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