I think Thief would be a good example of this (at least certain levels). There is only one real motivation (greed), and you are rewarded for following it in a way. (that is, can you buy that spare rope arrow, etc). It doesn''t matter whether you slaughtered everyone, or didn''t touch a hair on anyones head, just that you followed your goal as much as possible. The setting would hand out the consequences for these extraneous actions, but the reward system just ignored the "noise". Hope that made sense
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Basically, we get the initial system down, then we start to build on the foundation, to make the games that we really want to be making
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Or we could try to do everything all at once
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-pwd