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Combining Reward Structures With Narrative Bits
In this article I look at Diablo and Tetris to explain how both games match narrative structure and reward systems to achieve a high level of immersion.
In this article I will have a closer look at Diablo and Tetris in order to understand how reward structures and basic narrative bits interact to achieve high levels of immersion. First I will briefly explain reward schedules and core narrative functions. Then I will look into their relationship and state their major differences. Finally I will make a little comparison between the two games mentioned above and see how they combine reward structures and narrative bits for their own purposes.
Learning to do it Right: Reward Schedules
Most games are built around reward schedules. Reward schedules function as motivators for the players: The player carries out certain actions and gets rewarded for that. Hence, she continues to repeat the demanded actions. Such a schedule looks like this:
Schedule of Reinforcement
We can break down a reward schedule into the following elements:
Contingency: The problem that the player must overcome.
Response: The expected action from the player.
Reinforcer: The reward given if the expected action is carried out.
Basic Narrative Units: Core Functions