It is extremely important that games reward us. We don’t just want to do something, what we have done should also be worthwhile – regardless of the form.
We want to get better, smarter or more beautiful – the same thing that happens when you listen to the GameStar podcast.
In it, Dimi, Heiko and Micha discuss what makes a good progress and reward system for them – and why the new one Forza Horizon 5 For all its strengths, of all things, the motivational carrot has been neglected.
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Instead, Dimi praises the cultists from Assassin’s Creed: Odyssey or the unlock items from Call of Duty 4: Modern Warfare or Hunt: Showdown, Heiko is (again) talking about Ambermoon and Hearthstone.
And Micha introduces the ultimate MUPL scale, which has to be the gold standard from now on when anyone talks about reward systems.
Of course, we will also name daunting examples of reward systems. Approximately Diablo Immortal or Skyrimthat Heiko wasn’t consistent enough. Or Forza, where you can be divided: There is a reason why Microsoft designed its Open World this way. Otherwise it would be pointless.
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