If you use a glossy/shiny material, it will have certain shading. It will also reflect the world environment color, and nearby objects in the scene. Is there a way to make it so that you still have glossy shading, but that you don't get reflections?
EDIT: Picture for clarification. Here we have a sphere with Diffuse and Glossy mixed based on fresnel, with no roughness. So it is a very shiny, reflective sphere. We can see that it is shaded by the glossy node, being lighter towards the edges (as fresnel does.) It is also reflecting the blue cube. I would like it to keep its shading, but not pick up reflections of nearby objects. If I increase its roughness, it still reflects the cube, it just looks more blurred.
The purpose of this is to be able to do non-photorealism where I can control what my shading looks like without it also increasing reflections. For example, the settings that you would use it have large, hard-edged toony specular highlights would also result in those areas being very reflective, which is not how they behave in toon styles.