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June 07, 2009

Comments

Jeromie Walters

I quite enjoyed this post. Unfortunately I haven't played Spider-Man 2, but I'm curious... was there a bonus or some type of reward to the player for completing it at 100%? Oftentimes, at least in my own experience, I tend to think that completing all aspects of a game means I will get to see some cool ending animation, fancy graphics, etc.

But I definitely agree the joy of trying to reach 100%, particularly when faced with repeating levels, can become a mindless chore. I think unlocking new graphics, characters, levels, or play modes is a far better reward approach than using percentage indicators, but that's just my two cents. Thanks for writing a great post!

BQ

I think it comes down to setting your own goals, both in games and work. You are more motivated if you feel like it is a goal worth working for. So the plotline, or your managers motivational skills, are important. Managers who don't motivate are like sloppy scripts who don't care about their audience.

That is why GTA works so well. You can go off task and do whatever you like if it looks like fun: there is an element of creativity and *freedom*. When work or games feels like pointless repetition we become demotivated.

Fred on why programming is fun: http://www.grok2.com/progfun.html

Ken Wilkins

I too, enjoy games that reward by unlocking levels, clothing, and other options. I would much rather that than a percentage-- it's more attainable and something exciting to look forward to!

Ken
Acid Cigars

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Jamie's Bragging Rights

  • Spider-Man 2
    The best superhero games of all time Game Informer
    Top five games of all time Yahtzee Croshaw
    Top five superhero games of all time MSNBC
    Top 100 PS2 games of all time Official Playstation 2 Magazine
    1001 Games You Must Play Before You Die Nomination for Excellence in Gameplay Engineering Academy of Interactive Arts & Sciences
  • Schizoid
    Penny Arcade PAX 10 Award
    Nominated for XBLA Best Original Game
    Nominated for XBLA Best Co-Op Game