Reward Schedule
also known as:
Classification
- #method #medium #process #roles #used-by #tools …
Intent
- Motivate players to continue playing and eagerly anticipate the game.
- Utilize rewards to maintain player interest and attention.
- Employ schedules to ensure rewards are distributed consistently.
- Strike a balance between the quantity of rewards (not too many or too few).
- Influence player behavior.
Problem
- Need to sustain player interest.
- Encourage players to continue playing and explore the game world.
Solution Approach
- Instead of randomly providing rewards, consider implementing a consistent pattern that makes players anticipate and look forward to rewards.
- It’s not always about the size and impact of a reward but also about when the reward is received.
Application
Input
- An existing level (alternatively with an existing story structure).
- A plan outlining the rewards you intend to place in the level.
Application
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There are two types of reward schedules that you can apply:
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Ratio Schedule
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Fixed Ratio: Rewards are provided after a fixed number of player actions or responses. For example, in Tetris, players are rewarded each time they fill a line.
- Offers predictability and enables players to expect rewards, integrating them into their strategies.
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Variable Ratio: Rewards are given after an unpredictable number of player actions or responses. For example, in Monster Hunter World, there is a random chance that a defeated monster drops a rare resource.
- Generates excitement and serves as a stronger reward.
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Fixed Ratio: Rewards are provided after a fixed number of player actions or responses. For example, in Tetris, players are rewarded each time they fill a line.
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Interval Schedule
- Fixed Interval: Rewards are provided after a predefined amount of time (e.g., in League of Legends, players receive bonus experience and in-game currency once per day for playing). Regardless of how many times the player completes an action within the interval, they receive the reward only once per interval.
- Variable Interval: Rewards are given after an unpredictable amount of time. As with fixed interval rewards, players only receive the reward once per interval.
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Ratio Schedule
- Decide which schedule you would like to implement and plan your rewards accordingly.
- You can also mix these types based on your preference.
Output
When to Use It
- When you want to incorporate rewards and plan them to better structure your level.
- When you want to keep players engaged with rewards.
- When you want to balance risks with rewards.
Relevant Roles Using This Model
Relevance in the Following Processes
- Game Development Design phase.
- Iterative Map Design and Gamespace Prototyping when thinking about where to put the rewards
Applicability
- Useful to have a plan, especially in large levels where structured motivation is needed to keep players engaged.
Pros and Cons
Pros:
- Provides structure and a plan.
- Effective when followed through and tested after implementation.
- Allows for mixing different types to achieve various player behaviors.
Cons:
- Requires a variety of reward types.
- Limited to four types, potentially restrictive.
- Need to consider different schedules for open-world, storyline-based, online, etc.
- Striking a balance between what’s too obvious and what’s too hard for players can be challenging.
Relation with other Methods
- Behavior Diagram
- Lenses as they define the rewards for a player
- Pacing Diagram
- Symbols and Visual Language can be used in tandem to define a coherent look for the game
Examples
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Fixed Ratio Example: In Mario Kart (1992), players are instantly rewarded with power-ups upon hitting one of the rotating dices
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Variable Ratio Example: Genshin Impact (2020) implemented a gatcha system called Wishes that drops rare characters and weapons. The drop rate depends on rarity of the item, increasing the player excitements when drawing a rare card.
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Fixed Interval Example: A daily bonus is given out in several games.
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Variable Interval Example: In a management game, an NPC that is difficult to handle could drop by randomly. Upon succeeding in managing the client, the player might receive a special bonus. There will only be one difficult client per interval.
Relevant Tools
Relevant Literature
Reward Schedules and when to use them
Totten 2019 - An Architectural Approach of Level Design, p.261
The Use of Player-centered Positive Reinforcement to schedule in-game rewards increases enjoyment and performance in a serious game
The Benefits of playing Video Games
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