Thinking about ICO as a minimalistic game I soon began to wonder how the reward system works. My theory is that all games need rewards to keep players happy and interested and I wondered what makes ICO appeal to its target group. How does a game with fewer elements than others still keep its audience?
Rewards by the definition I use may be anything that the player wants from the game, anything that gives gratification or sparks further interest.
I was surprised to see that despite the minimalistic type of design ICO is a game with many possibilities for rewards. I believe this might be in part because rewards were considered essential to the game design and thus could not be removed.