Rewards
Reward Expectation
Mismatch between expectation and reward reduces motivation to explore. E.g. mushrooms in Elden Ring
Rewards as a hint
Small coin → big coin → hidden path
Reward types
Collectibles / resources / clues (notes, treasure maps)
Reward as endpoint
Reward symbolizes destination; if players reach a dead end and find nothing, they may doubt if there is more ahead. BG3's survival check chest is a fair approach to show that its just a dead end.
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