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

  • There are two types of reward schedules that you can apply:

    • Ratio Schedule
      • 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.
      • 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.
    • 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.
  • Decide which schedule you would like to implement and plan your rewards accordingly.
  • You can also mix these types based on your preference.

Output

  • A written plan on paper, in a markdown file, or any other Text format of your choice.
  • A Document.

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

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

Examples

  • Fixed Ratio Example: In Mario Kart (1992), players are instantly rewarded with power-ups upon hitting one of the rotating dices

  • 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.

  • Fixed Interval Example: A daily bonus is given out in several games.

  • 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

Schedules of Reinforcement

The Benefits of playing Video Games

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