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You've finally helped me understand why i enjoyed Deus Ex 2!

The majority gameplay was horrible, yet the story made me keep playing. Not because it was a terribly good story (it wasn't - the plot may have been but the narrative was broken by the non-linear nature of the game), but rather because enjoyed the 'narrative rewards'.
I wanted to see it through in order to complete the story (being a huge fan of DX1 i had to see how it all fit together), and try out the different branches.

I have always know this about the game, but until now I have not fully understood it or thought to attempt relating it to a specific game design mechanic such as rewards - perhaps because I have never considered the notion that narrative could be a reward before.

Of course the enjoyment only lasted until I exhausted this, thus confirming what you've said!

I have written my own piece on this phenomenon as well. It can be found here:

http://juliangnam.wordpress.com/2007/06/09/false-achievement-driven-gameplay/

My piece concentrates no what you hint at towards the end; games which use rewards as a crutch to keep the player going through what would otherwise be poor game mechanics. Tons of RPG's work on this principle and are viewed by fans as "deep" games, despite the fact that the gameplay consists of carrying out mundane menu navigation devoid of thought or strategy for hours at a time in order to build currency in the form of XP points or items.

I personally wish someone would outlaw these mechanics for some of these developers, so that they would be forced to actually create legitimately good games for a change.

Well, my link got cut off, but if you go to my blog you can find it under the "top 10 old favorites" category, titled:

"(False) Achievement-Driven Gameplay"

You may find it interesting. Sorry if it seems like spam, just trying to contribute to the discussion.

GnaM: thanks for sharing your perspective; it doesn't look like Spam at all - it's completely on topic. :)

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