Extrinsic vs Intrinsic Rewards

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TristramEvans

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I came across this quote on another site...

I suspect it may be helpful to distinguish between extrinsic and intrinsic rewards. I'd categorize "Narrative rewards" as intrinsic--they are related to doing something meaningful in the story. Also, the sense of doing a good job at something hard is intrinsically satisfying. Say, for example, winning a battle in a complicated tactical game is intrinsically satisfying.

XP, "gold", loot, "achievements" and so on, are generally unsatisfactory extrinsic substitutes for intrinsic rewards. They often seem to be there for rather unfortunate reasons: because the game designer doesn't think they are skilled enough to have build a game with intrinsic rewards, or doesn't trust the GM to be skilled enough to create meaningful stories or meaningful challenges, or because the designer is just thoughtlessly cargo-culting in what they've seen from other games. Which isn't to say that some of these extrinsic tricks can't be effectively employed by a game designer. If you, for example, you include progression as a way of teaching game mechanics and abilities over time, so that players aren't overwhelmed, you might want to include an XP mechanic. But a lot of times these extrinsic gimmicks are just zero-sum nonsense designed to keep the credulous on a leveling treadmill.

...and thought it was interesting in the context of Diagetic gameplay elements, which we discussed here a few years back...

as a refresher, here is the instigating use of the term as applied to RPGS from Cavegirl's blog
(http://cavegirlgames.blogspot.com/2019/09/terminology-diegetic-vs-non-diegetic.html )...

"First, I'm going to give a definition of the term as it's used in film studies (which is where I'm stealing it from).
Diegetic (adjective): Actually taking place or existing in the fictional world depicted.

Non-diegetic (adjective): Not actually taking place or existing in the fictional world depicted, an external thing to the fictional world depicted that the audience perceives.
'Diegesis (noun)' has some academic stuff attached to it, but I generally see it used to mean 'the concept of things being diegetic' or sometimes 'the fictional world that diegetic things take place in'.

So, for example. A scene's musical soundtrack is non-diegetic. John Williams wrote some music, an orchestra played it, and now that music is being played to the audience at the same time as we watch the scene. However: music coming from in the world is diagetic: a good example of this is when we see characters actually singing or playing instruments. Jessica Rabbit singing 'Why Don't You Do Right' in Who Framed Roger Rabbit is diagetic; in the fictional world she's literally singing that, whilst The Doors playing at the beginning of Apocalypse Now isn't: it's a soundtrack added for the audience.

Other stuff in films that's non-diegetic includes the credits, subtitles, voiceovers, slow-motion, all that stuff.

You can apply this to other mediums, too. In comics, the white boxes around panels are non-diegetic; the world doesn't exist enclosed in a little white square. In video games, your mini-map, control scheme, etc are all non-diegetic; they're contrivances to make the game work, not real things that exist in the fictional world depicted.
With me so far?

...

Anyway. This is an RPG blog, and I'm here to talk about RPGs. So, Diegesis in RPGs.

One thing I find attracts me to various games - notably Powered By The Apocalypse and OSR games - is that you first interact with things using the fictional actions of your PC to affect the fictional world. You treat the world as a real, consistent place, and the GM adjudicates what happens based off that.

I find it useful to talk about 'things that exist in the fictional setting' versus 'things that only exist for the players'. So, it's useful to me to steal terminology from film studies and talk about diegetic and non-diegetic elements of games. Diegetic things are things which exist or happen or are observable in the fictional world, while non-diegetic things only exist to the players, on an out-of-character level.

Here's some things that are diegetic in RPGs:

  • A PC's equipment.
  • A character's height, weight, eye colour, etc.
  • Alignments, probably; if you can cast 'detect evil' to know that that monster over there is objectively evil, then alignments are concrete forces in the game world, and your paladin being Lawful Good is a diagetic fact.
  • A wizard's spell-slots in D&D; a wizard can meaningfully talk about 'I have two spells left today, and they are Sleep and Spider Climb' without breaking the fourth wall.
  • Blood Points in Vampire the Masquerade; it's an observable (and generally understood) fact of the setting that you need to drink about a pint of blood each night to make up for the blood used to wake up, and if you don't you'll start starving, likewise that using your powers probably needs about a pint of blood.
  • That some PCs are stronger than other PCs. Gronk the Fighter can lift heavier weights, hit harder, break down doors better, arm-wrestle better etc than Elzebeth the Wizard.
  • Being injured: the victim has - in the fictional world - been hurt, and might be bleeding, have broken bones, etc.

Here's some things that are non-diegetic in RPGs:

  • Dice rolls.
  • Numerical measures of things like HP, attributes, etc. Those are abstractions being used to quantify a more complex fictional thing for the purposes of game-play.
  • Experience points, inspiration, bennies, etc that give the player a resource to use on a meta-level that doesn't represent anything in-world.
  • Lines & veils over what content and themes will make it into the game.
  • Mechanics that allow a player to introduce content to the game, such as Stars Without Numbers's Connect skill, which gives a PC a chance to know an NPC they just met from before the game began, letting the player define what their relationship is like. There's a LOT of collaborative world building techniques and mechanics out there that do similar things.
  • [meta-currency] such as fate-points
  • References to other media. A lot of old Paranoia adventures had PCs whose names were puns, took the piss out of other RPGs, and so on: these jokes are on the meta-level, for the players: a paranoia called Hamburg-ELL-R was not named by Friend Computer to be a reference to old macdonalds adverts, and nobody in the setting will get the reference.
  • Metaphors and themes of the game. For example, I'm in a V5 game where we're explicitly exploring ideas around power, control, and moral judgement; these things are gonna come up and be relevant. Our PCs, however, aren't aware that they're being used to discuss these themes; they're just people.
  • Character 'theme songs' and other inspiration.

To clarify: this is not the same as the distinction between 'fluff' and 'crunch' (also expressed as flavour vs mechanics, lore vs rules, etc).

...

Something can be a game mechanic and also diegetic. (See: blood points are a real thing in VtM, and so 'spend a point of blood to rise each night' is just... what happens in the fiction). Something could also be non-mechanical and not diegetic (for example "Changeling the Dreaming explores themes around loss of innocence, growing old, dementia, etc" is not a mechanic but not a diegetic fact ...

So why am I explaining this?
I think it's useful to be able to discuss if a game element is diegetic or not when discussing game design, and I've not really seen useful terminology for.
Mostly, these discussions use the terminology for fluff vs crunch, which leads to active confusion.

This area of gameplay/game design is one where even subtle distinctions in phrasing can dramatically alter meaning. I think it's useful to have a precise term that means 'this thing and only this thing' with no room for confusion or other common usages.

If you start thinking about things in terms of diegesis, you get the tools to explain and explore stuff nicely that you wouldn't otherwise. For example:
Are the powers a D&D 4th edition PC has diegetic or not? Do the different weapon strikes, moves, spells and so on represent distinct techniques a PC has been taught? Can a 4e fighter talk about the different techniques they use? Or are they a non-diegetic abstraction that simplifies the chaos of combat into manageable gameplay? Or is it somewhere between the two?

Similarly, D&D 4e uses its 'bloodied' mechanic to take a previously non-diegetic mechanic (losing HP) and make it somewhat more diegetic; it's an in-fiction fact that when half of a monster's HP are gone, it's got visible injuries, blood everywhere, etc. It allows you to discuss a non-diegetic thing (how many HP has the monster lost?) in diegetic terms (is the monster bloodied yet?).

...

Can game mechanics be made diegetic? What happens if you take the idea of a 'class' in D&D and make it an obviously measurable thing; so that you can cast 'detect barbarian' to tell if a PC is a barbarian, just like if you cast 'detect evil' to tell if they're evil.

This is something that I deal with a lot because a lot of my design goals centre around the boundaries and blurry areas between diegetic and non-diegetic mechanics, ways to make a mechanic more diegetic, and ways to make non-diegetic mechanics at least parallel diegetic things (for example, gold-for-xp is non-diegetic, but it parallels a PCs diegetic desire to get rich because being rich is nice. Likewise most systems which reward XP for specific achievements). Discussion and design around 'can we make this mechanic more diagetic' and 'can we represent this diegetic phenomenon with an elegant abstraction' are some of the areas I'm most interested in.

(as an example: whenever a Wounded Daughter resurrects, she's left robbed of some of her potential, a little more withdrawn and a little more bitter and resentful. She's somehow lesser, and although she can grow past that, it's a serious and unpleasant thing: representing this by a debt of XP that she won't benefit from expresses it in a neat, simple way; the XP is an abstraction for the more diegetic idea of the PCs rich inner life being eroded.)

These are all conversations we can be having already, but the use of the terminology allows us to be more precise and better understand what's being said.
"


Of course the OP in describing Intrinsic vs Extrinsic reward places the intrinsic in the context of "narrative", but i think we can easily ignore this to more accurately talk about in-game vs ooc rewards. I'm not certain about the premise put forth that extrinsic rewards are inherently "less satisfying" (after all, levels in rpgs remain popular), but i think it is an potentially more interesting way to approach game design than the stance divisions of GNS/threefold.
 
I came across

...

Can game mechanics be made diegetic? What happens if you take the idea of a 'class' in D&D and make it an obviously measurable thing; so that you can cast 'detect barbarian' to tell if a PC is a barbarian, just like if you cast 'detect evil' to tell if they're evil.

This is something that I deal with a lot because a lot of my design goals centre around the boundaries and blurry areas between diegetic and non-diegetic mechanics, ways to make a mechanic more diegetic, and ways to make non-diegetic mechanics at least parallel diegetic things (for example, gold-for-xp is non-diegetic, but it parallels a PCs diegetic desire to get rich because being rich is nice. Likewise most systems which reward XP for specific achievements). Discussion and design around 'can we make this mechanic more diagetic' and 'can we represent this diegetic phenomenon with an elegant abstraction' are some of the areas I'm most interested in.

(as an example: whenever a Wounded Daughter resurrects, she's left robbed of some of her potential, a little more withdrawn and a little more bitter and resentful. She's somehow lesser, and although she can grow past that, it's a serious and unpleasant thing: representing this by a debt of XP that she won't benefit from expresses it in a neat, simple way; the XP is an abstraction for the more diegetic idea of the PCs rich inner life being eroded.)
One of the big things I did with both my games is to ditch as much non-diegetic stuff as possible. While in H&S you can monologue, High Valor takes it up a notch by allowing in-game actions (inspiring speech, prayer that aren't magical, and the like) to give a non-diegetic ability to shift a pool from the FEAT pools (the dice you roll) temporarily 'borrowing' it from either yourself (Will rolls typically, "psyching oneself up.') Or borrowing from friends (prayers for faith, rousing speeches for Will or Valor.)

But it's purpose is to allow more player control, without breaking (overtly) the fiction of the game. While I love MSH/Faserip one of its great weaknesses is Karma expenditures (not earning since that ties to in-game actions.) Very rarely does someone give an in-game justification for spending it. I realized the same with DC's Hero Points, Points in M&M, and so on in games, and frankly, that felt like a bandaid for the longest time to fix that the dice wouldn't always do what made the best outcome (in this case) to create the best outcome for superhero genre game.
 
Yeah, I much prefer diagenic material. In terms of rewards, I often speak of "story rewards for story goals." Yeah I said a dirty word there. None the less, I believe the reward for achieving a character's goals should be that they achieved those goals.

As to experience, Galaxies In Shadow pegs it to 3 points per month. As I've said many times, I hate GM fiat based rewards.
 
In video games, your mini-map, control scheme, etc are all non-diegetic; they're contrivances to make the game work, not real things that exist in the fictional world depicted.

Not necessarily. In plenty of games the map is actually a physical thing you have in your inventory that you pull out and look at.
 
I think both approaches are legit and the intrinsic reward of gaming exists in all games, not just defeating an enemy, etc. but dying a heroic death, pulling off a good character moment, etc.

The latter can be underrated by those who focus exclusively on mechanical rewards and don't seem to understand that many games can be successful and rewarding without them (MSH & CoC come to mind).
 
People like the extrinsic rewards because they're unconditional and more reliable.

As a player I don't really know how long it will take to kill Malco the Verminous, just that it's a goal, and I don't know what killing Malco the Verminous will really mean - perhaps the GM will pull a twist and reveal that he always just a henchman for the secret shadow master Tenebrious the Deviant.

But I do know that in a few sessions I will level up and be able to cast fireball.

I don't think they're necessary, but they'll probably be alway part of games that have mass appeal because they help to paper over the cracks created by not particularly engaged players and inexperienced GM etc.
 
Last edited:
The Cavegirl blog article is well written and I understand diagetic vs non-diagetic. I don't understand "IC vs OOC rewards" or why 'gold' is supposedly an OOC reward. Experience Points are non-diagetic but give IC reward of getting more powerful. 'Achievements' as in a bunch of crappy CRPGs affect nothing in-world and are both non-diagetic and OOC.

I think some things work better as non-diagetic, eg in D6 System I like non-diagetic 'Hero Points' better than supposedly diagetic 'Force Points' that don't really map to how the Force is portrayed in the films.

I understand 'intrinsically satisfying' - the in-world achievement is satisfying in itself. Extrinsic rewards may or may not feel satisfying. IME players get plenty of satisfaction from winning a hard fought battle, getting loots of loot & xp, then levelling up and buying/crafting cool magic gear.
 
I don't understand "IC vs OOC rewards" or why 'gold' is supposedly an OOC reward.

i don't think it's 'gold' as in wealth, but 'gold as xp' as per od&d
 
I am currently running a campaign full of "intrinsic" rewards, so it would be really easy for me to get on a high horse here. But the way the OP wrote his opinion rubs me the wrong way.

The fact that some people prefer narrative rewards amd some people are really into XP doesn't mean that the latter group is *wrong*. It's not an outcome of majority of game designers being bad in their job. Because that is basically what the OP wrote.

Moreove I like the diegetic vs non-diegetic distinction better. And I would like to give one example why.

Gold/money is diegetic, but most of the time its not intrinsic by the OP's definition. If you give the PCs gold as a reward, it would be intrinsic, only if they currently need the gold to achieve something in the story. Like if one of the PCs has a really sick mother, needs to bring 1000 gold to cure her. Making a heist to get that gold makes the gold part of the intrinsic reward. Getting gold for no reason is extrinsic - by the OP's definition.

But the GM never knows why the gold might be a player's goal. GM is not the only one that decides what is "in-game" and "narrative" reason. I play a fixer in a Cyberpunk RED game. When I had built my character, I have decided that one of his personal goals is to get an expensive suit, so he can wear a luxury clothes if there is an occasion. GM doesn't know this, but it essentially makes all money rewards narrative rewards for me.

So saying that money are extrinsic and hereby wrong is basically saying that you know better than designers, GMs and players.
 
I am currently running a campaign full of "intrinsic" rewards, so it would be really easy for me to get on a high horse here. But the way the OP wrote his opinion rubs me the wrong way.

well, if it makes you happy the way they wrote it caught them a ban at a less friendly forum

as i stated in the op, it's the concept and how it intercepts with diagetic game elements that i find interesting, and as always i ignore the Narrative proselytizing.
 
I came across this quote on another site...



...and thought it was interesting in the context of Diagetic gameplay elements, which we discussed here a few years back...

as a refresher, here is the instigating use of the term as applied to RPGS from Cavegirl's blog
(http://cavegirlgames.blogspot.com/2019/09/terminology-diegetic-vs-non-diegetic.html )...

"First, I'm going to give a definition of the term as it's used in film studies (which is where I'm stealing it from).
Diegetic (adjective): Actually taking place or existing in the fictional world depicted.

Non-diegetic (adjective): Not actually taking place or existing in the fictional world depicted, an external thing to the fictional world depicted that the audience perceives.
'Diegesis (noun)' has some academic stuff attached to it, but I generally see it used to mean 'the concept of things being diegetic' or sometimes 'the fictional world that diegetic things take place in'.

So, for example. A scene's musical soundtrack is non-diegetic. John Williams wrote some music, an orchestra played it, and now that music is being played to the audience at the same time as we watch the scene. However: music coming from in the world is diagetic: a good example of this is when we see characters actually singing or playing instruments. Jessica Rabbit singing 'Why Don't You Do Right' in Who Framed Roger Rabbit is diagetic; in the fictional world she's literally singing that, whilst The Doors playing at the beginning of Apocalypse Now isn't: it's a soundtrack added for the audience.

Other stuff in films that's non-diegetic includes the credits, subtitles, voiceovers, slow-motion, all that stuff.

You can apply this to other mediums, too. In comics, the white boxes around panels are non-diegetic; the world doesn't exist enclosed in a little white square. In video games, your mini-map, control scheme, etc are all non-diegetic; they're contrivances to make the game work, not real things that exist in the fictional world depicted.
With me so far?

...

Anyway. This is an RPG blog, and I'm here to talk about RPGs. So, Diegesis in RPGs.

One thing I find attracts me to various games - notably Powered By The Apocalypse and OSR games - is that you first interact with things using the fictional actions of your PC to affect the fictional world. You treat the world as a real, consistent place, and the GM adjudicates what happens based off that.

I find it useful to talk about 'things that exist in the fictional setting' versus 'things that only exist for the players'. So, it's useful to me to steal terminology from film studies and talk about diegetic and non-diegetic elements of games. Diegetic things are things which exist or happen or are observable in the fictional world, while non-diegetic things only exist to the players, on an out-of-character level.

Here's some things that are diegetic in RPGs:

  • A PC's equipment.
  • A character's height, weight, eye colour, etc.
  • Alignments, probably; if you can cast 'detect evil' to know that that monster over there is objectively evil, then alignments are concrete forces in the game world, and your paladin being Lawful Good is a diagetic fact.
  • A wizard's spell-slots in D&D; a wizard can meaningfully talk about 'I have two spells left today, and they are Sleep and Spider Climb' without breaking the fourth wall.
  • Blood Points in Vampire the Masquerade; it's an observable (and generally understood) fact of the setting that you need to drink about a pint of blood each night to make up for the blood used to wake up, and if you don't you'll start starving, likewise that using your powers probably needs about a pint of blood.
  • That some PCs are stronger than other PCs. Gronk the Fighter can lift heavier weights, hit harder, break down doors better, arm-wrestle better etc than Elzebeth the Wizard.
  • Being injured: the victim has - in the fictional world - been hurt, and might be bleeding, have broken bones, etc.

Here's some things that are non-diegetic in RPGs:
  • Dice rolls.
  • Numerical measures of things like HP, attributes, etc. Those are abstractions being used to quantify a more complex fictional thing for the purposes of game-play.
  • Experience points, inspiration, bennies, etc that give the player a resource to use on a meta-level that doesn't represent anything in-world.
  • Lines & veils over what content and themes will make it into the game.
  • Mechanics that allow a player to introduce content to the game, such as Stars Without Numbers's Connect skill, which gives a PC a chance to know an NPC they just met from before the game began, letting the player define what their relationship is like. There's a LOT of collaborative world building techniques and mechanics out there that do similar things.
  • [meta-currency] such as fate-points
  • References to other media. A lot of old Paranoia adventures had PCs whose names were puns, took the piss out of other RPGs, and so on: these jokes are on the meta-level, for the players: a paranoia called Hamburg-ELL-R was not named by Friend Computer to be a reference to old macdonalds adverts, and nobody in the setting will get the reference.
  • Metaphors and themes of the game. For example, I'm in a V5 game where we're explicitly exploring ideas around power, control, and moral judgement; these things are gonna come up and be relevant. Our PCs, however, aren't aware that they're being used to discuss these themes; they're just people.
  • Character 'theme songs' and other inspiration.

To clarify: this is not the same as the distinction between 'fluff' and 'crunch' (also expressed as flavour vs mechanics, lore vs rules, etc).

...

Something can be a game mechanic and also diegetic. (See: blood points are a real thing in VtM, and so 'spend a point of blood to rise each night' is just... what happens in the fiction). Something could also be non-mechanical and not diegetic (for example "Changeling the Dreaming explores themes around loss of innocence, growing old, dementia, etc" is not a mechanic but not a diegetic fact ...

So why am I explaining this?
I think it's useful to be able to discuss if a game element is diegetic or not when discussing game design, and I've not really seen useful terminology for.
Mostly, these discussions use the terminology for fluff vs crunch, which leads to active confusion.

This area of gameplay/game design is one where even subtle distinctions in phrasing can dramatically alter meaning. I think it's useful to have a precise term that means 'this thing and only this thing' with no room for confusion or other common usages.

If you start thinking about things in terms of diegesis, you get the tools to explain and explore stuff nicely that you wouldn't otherwise. For example:
Are the powers a D&D 4th edition PC has diegetic or not? Do the different weapon strikes, moves, spells and so on represent distinct techniques a PC has been taught? Can a 4e fighter talk about the different techniques they use? Or are they a non-diegetic abstraction that simplifies the chaos of combat into manageable gameplay? Or is it somewhere between the two?

Similarly, D&D 4e uses its 'bloodied' mechanic to take a previously non-diegetic mechanic (losing HP) and make it somewhat more diegetic; it's an in-fiction fact that when half of a monster's HP are gone, it's got visible injuries, blood everywhere, etc. It allows you to discuss a non-diegetic thing (how many HP has the monster lost?) in diegetic terms (is the monster bloodied yet?).

...

Can game mechanics be made diegetic? What happens if you take the idea of a 'class' in D&D and make it an obviously measurable thing; so that you can cast 'detect barbarian' to tell if a PC is a barbarian, just like if you cast 'detect evil' to tell if they're evil.

This is something that I deal with a lot because a lot of my design goals centre around the boundaries and blurry areas between diegetic and non-diegetic mechanics, ways to make a mechanic more diegetic, and ways to make non-diegetic mechanics at least parallel diegetic things (for example, gold-for-xp is non-diegetic, but it parallels a PCs diegetic desire to get rich because being rich is nice. Likewise most systems which reward XP for specific achievements). Discussion and design around 'can we make this mechanic more diagetic' and 'can we represent this diegetic phenomenon with an elegant abstraction' are some of the areas I'm most interested in.

(as an example: whenever a Wounded Daughter resurrects, she's left robbed of some of her potential, a little more withdrawn and a little more bitter and resentful. She's somehow lesser, and although she can grow past that, it's a serious and unpleasant thing: representing this by a debt of XP that she won't benefit from expresses it in a neat, simple way; the XP is an abstraction for the more diegetic idea of the PCs rich inner life being eroded.)

These are all conversations we can be having already, but the use of the terminology allows us to be more precise and better understand what's being said.
"


Of course the OP in describing Intrinsic vs Extrinsic reward places the intrinsic in the context of "narrative", but i think we can easily ignore this to more accurately talk about in-game vs ooc rewards. I'm not certain about the premise put forth that extrinsic rewards are inherently "less satisfying" (after all, levels in rpgs remain popular), but i think it is an potentially more interesting way to approach game design than the stance divisions of GNS/threefold.
The problem in using terminology from the theory of some form of artistic media for RPGs is that the borrowed language creates an idea space similar to the artistic media the term came from. I’ve seen videos and AP reports from people talking about their characters “in the fiction” from a 3rd person authorial stance the entire time. You can roll the dice and talk about the diegesis of the fiction your character is in, and do about as much roleplaying as your average sitcom writers‘ team does in the writer’s room, ie. none.

You know who’s the one person who never talks about whether something is “in the fiction”? The character inside the fiction.

The example of 4th edition proves the uselessness of the terminology she wants to use. You can Trip Oozes in 4th edition. If you can make that Diagetic, the term is meaningless. The whole point of any maneuver in 4e is applying a modifier or status effect. What is actually happening from the character’s point of view is immaterial. Doing this again will get expensive, as 2008 will call wanting all its arguments back, and it calls collect.

Focusing things on whether the character is aware of what the mechanic represents, and if a choice presented by that mechanic is one the character knows of and can make is still the gold standard. Always has been, always will be, if your primary focus is roleplaying that character and not combining that with other activities.
 
I don't think they're really using intrinsic and extrinsic correctly there. Intrinsic and extrinsic apply to players not PCs, an extrinsic reward would be being paid to play not getting a non-diagetic reward in the game.

Whether you're playing because you love the snacks, like hanging with friends, enjoy putting on stupid voices and making Monty Python references, or because levelling up makes you horny doesn't matter. Those are all intrinsic rewards for playing RPGs.

The diagetic vs non- is a much more fruitful divide.
 
They are using intrinsic and extrinsic correctly because the thing that the rewards mentioned are 'in' or 'out' of is the diegetic frame (to use a fancy but usefully specific word). You're using the same two words, also correctly, but in terms of in or out of the game completely or perhaps entirely.
 
I think I wrote lots of bullshit when we last discussed this. Not sure if I remember it right, let's hope I misremembered...:grin:
In my defense, that was my understanding at the time. I learn better (hopefully!) all the time:shade:.

Anyway, I'd say that yes, diegetic vs un-diegetic is better than not having an yardstick, but I prefer to call it "being vs having", or "in-universe vs in-our-universe" just because it makes it clearer for me.
So by that metric, gold is in-universe. Whether you have any reasons to want it...well, some people just want gold! So, for any dwarf, gold is diegetic, right:tongue:?
Ability ratings are in-universe.
Luck points might be in-universe if they map to willpower or some such (but then there should be a way to recover them).

And, controversially, dice rolls are in-universe IME. If the roll was unlikely to succeed, but did, it was fate working in the character's favour. If the opposite, fate screwed you up by a combinations of factors...maybe the opponent flailed wildly and succeeded in parrying the swordmaster's strike, or you stepped on a part of the floor and produced a creaking sound even though the place was totally the same as the rest of it.
Now, that only applies when you're doing something that is verifiably in-universe. A roll on a random table might answer some in-universe questions ("how many bandits are in the lair"), but isn't necessarily related to any one thing.

So yeah, I'm not enamored of the article, but I find the whole concept useful:thumbsup:!
 
They are using intrinsic and extrinsic correctly because the thing that the rewards mentioned are 'in' or 'out' of is the diegetic frame (to use a fancy but usefully specific word). You're using the same two words, also correctly, but in terms of in or out of the game completely or perhaps entirely.

Okay, but the concept of intrinsic and extrinsic reward are well established and widely studied concepts in psychology. The way they're using it doesn't match that and thus throws more heat than light.
 
Okay, but the concept of intrinsic and extrinsic reward are well established and widely studied concepts in psychology. The way they're using it doesn't match that and thus throws more heat than light.
I'm fine with it. I'm also fine with Diegetic and Non-. To each their own. :thumbsup:
 
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