Rewards for Playing the Role

In real life, there are all sorts of obvious and subtle rewards for doing a good job in certain roles, such as the roles of friend, father, mother, citizen, and so on. Rewards can encourage players to adopt a role as well.

These rewards can come in a variety of forms, such as:

  • Admiration by strangers.

  • Admiration by NPCs who are your colleagues.

  • Having a reputation that spreads to NPCs you haven't met, but who, by your reputation alone, place you on a pedestal (or fear you) when they meet you.

  • Admiration or fondness by an NPC who's an attractive member of the opposite sex.

  • Admiration by the NPC who is your boss or superior in the game.

  • Immediate rewards for a job well done. For instance, if you do a good job on a mission in your FBI role, you're given a better car to drive or a new group of great weapons.

  • Access to places that others in the game are denied. Maybe it's a penthouse office.

  • Being let off the hook from debts, obligations, and the like.

  • Negative attention. In Grand Theft Auto III, it's tremendous fun to cause so much mayhem that every cop in the city is after you.


The illustration on the left is of an example game scenario. You play the bad-ass gunslinger who just rid the city of its worst villain the leader of a heavily armed crime ring.

And now you're being rewarded with the red-carpet treatment and a choice of great, high-tech weapons.

The scene shows several rewards:

  • Admiration

  • Acknowledgment

  • Access to special places (the penthouse)

  • Tangible rewards (the weapons)

All of these work as Role Induction Techniques.

Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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