Game Designers' Note

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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