Aperture a door within a gameworld can not lead to anywhere new, although another type of non-spatial reward can be found behind the door at the same time as a way of indicating to the player that they have performed the right task.
Keywords: rewards, time, space, exploration, environment, aim, social, personal. Another option is en route for expose part of your audience en route for the dialog provided via API. A lot of player derived goals and subsequent rewards are based around the reward of time. Some game goals cannot be ignored, such as those found all the rage arcade games based around time, but even seemingly goal-less games allow designed for the creation of player-designed rewards all the rage order for more of the ajar gameworld to be discovered and designed for the player to maintain their activity in playing. Juul examines how a good deal it is possible to ignore the goals of the game, for case not firing at any oncoming enemies. False rewards are needed within games in order for the player en route for understand how the core elements of the game function.