By using this site, you agree to our Privacy Policy and our Terms of Use. Close
curl-6 said:
Dr.Henry_Killinger said:

While that maybe true, the onus is on the developer/designer to make an option like that unnecessary, or at the very least design the game or option around it.

I'm reminded by practice mode in DDR which is nearly the same thing, which I used extensively while playing it.

The subtle difference is that there isn't a reward for completing a song in practice mode, its sole purpose is teaching because the reward is some parts actually beating the song itself, points, and other unlocakables. Here its justified.

Granted the details aren't clear on whether or not the game can be "cleared" in invicible mode, but if that is the case you are rewarded for just effectively nothing and a lot of the incentive to even play the game in a non invicible mode is lost. That is an option, do I agree with it? No. That's simply my stance on the matter.

And Punishment might not be essential to learning process, Reward might not be either, but it certainly makes things more engaging and interesting, which are certainly prime aspects of Fun.

Negative reinforcement isn't an essential component of the learning process though.

And seeing what comes next in terms of the next stage or boss can be its own reward. Not everyone needs to be challenged to have fun.

That's exactly what I have a problem with. Reward for no reason. Regardless of whether or not you're being challenged, if you're not engaged with the game, its unlikely you're having fun with it either. 

Its the eternal debate of participation ribbons. The only thing your being "rewarded" for is purchasing the game and pressing start.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank