How rewards draw the relief of a game
During the Ludomusicology 2026 Conference, several of you asked about those “fancy” diagrams I showed, haha. So here they are, with an actual explanation this time. Lire
Hello,
During the Ludomusicology 2026 Conference, several of you asked about those “fancy” diagrams I showed, haha. So here they are, with an actual explanation this time. With one question at the end.
A game is built from loops, and each loop is the same three things: an objective, a challenge, a reward. The smallest ones are single actions, larger ones contain them, and you can't reach the larger before you've mastered the smaller.
Flow comes from moving outward through them. You learn a loop, it becomes automatic, and that frees you to take on a wider one. Rewards mark each of those thresholds. They tell you a loop is closed and push you to expand into the next.
And the player values each of those loops differently. When you start a new game, you don't know what matters yet. You try things. Rewards are what teach you what an action is worth.
So a landscape appears. Actions rise or fall depending on how much they pay. That's what gives a game its relief, and its substance. A player is never really lost in an open world, because the reward structure has already drawn the terrain.
Which brings me to what I actually work on. If rewards shape that whole network, then musical rewards have to be designed to work at that level too, not as something that plays on top of the reward, but as something that can follow and articulate this structure itself. That's what I'm building.
This is the demo I showed at the conference, if you want to see it again, or if you missed it. The patterns aren't being mixed together, they're being rewritten in real time.
One question, if you feel like replying:
Is there a game where the music made you do something? Not where it sounded good. Where it changed what you did.
I'm collecting your answers.
ReplyBest,
Ezéchiel Sene-Boileau




