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Why rewards and motivation need careful design

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Chapter 21 of 26 · Why people play games
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11. Teams, Hiring and Funding
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12. Founder Principles
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14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Design rewards to steer players toward the fun your game already has, never to replace it. Rewards that stand in for the fun last only as long as they keep coming, and they can crowd out the play itself.

2 Key takeaways

  • Reward the play you want, because players will otherwise take the safest route. Players drift toward whatever wins most reliably, even when it is dull.
  • Reward mastery without requiring it. Skilled players get more, and everyone else still progresses.
  • Prefer carrots to sticks, and nudge instead of ending the run. Players read penalties as punishment for how they like to play.
  • Do not attach expected rewards to things players already love doing. A reward can make a loved activity feel like work.
  • Use limited-time content for rare, special moments, not as a leash. Scarcity makes content memorable, but it also breeds the fear of missing out.

given the opportunity, players will optimise the fun out of a game

Mark Brown, Game Maker's Toolkit

2.1 Point rewards at the play you want

Players take whichever play style the rewards make efficient
DOOMBloodborneXCOM 1
Wanted playCharge at demonsStay aggressiveTake risks
What's rewardedGlory kill: instant kill, health, no ammoQuick hit wins back healthNothing pays for risk
Safe fallbackHide behind coverBack off and waitCreep and overwatch
What players doRace toward demonsLess likely to back offCreep across the map
When the fun style isn't also the efficient one, players drift to the safest, dullest option.

Players follow rewards, so every reward rule is an instruction about how to play.

  • Make the style you want also the efficient style. If it is not, players pick the safest, most boring option Mark Brown, Game Maker's Toolkit10:02.
    • Doom does it with glory kills and Platinum Games titles do it with scoring. Titanfall 2 largely fails to, so players retreat to cover.
    • Bloodborne lets a quick, aggressive hit win back health, so players are less likely to back off and wait Mark Brown, Game Maker's Toolkit5:02.
    • Mark Brown played Call of Duty: Infinite Warfare cowering behind walls and boxes, though wall-running was available.
    • Neon White's playtesters blasted through levels and never retried for better times, so the team built Insight to point people at the true fun Mark Brown, Game Maker's Toolkit3:32.
    • Deathloop resets the world every morning, so players have little reason to stick to one approach Mark Brown, Game Maker's Toolkit8:18.
  • Put your taps, the things that generate resources, where you want activity. Loot on enemies pushes fighting, and unique materials in each biome push exploring Mark Brown, Game Maker's Toolkit2:17.
  • Write each point rule as a behaviour you want. Then a player chasing points ends up playing as intended Mark Brown, Game Maker's Toolkit4:50.
    • Tony Hawk's Pro Skater degrades points for repeated moves to force variety, adds combo multipliers for risk, and uses gap bonuses to push players around the level.
    • Overcooked scores on time, so splitting roles and cooperating becomes the efficient choice Mark Brown, Game Maker's Toolkit4:51.
    • Skyrim players craft dozens of daggers just to raise their crafting skill, so do not reward actions that invite grinding Mark Brown, Game Maker's Toolkit7:44.
  • Reward the style you want instead of punishing the others. Players read penalties as being punished for how they play Mark Brown, Game Maker's Toolkit4:04.

2.2 Give players goals at every scale

One long-term dream, many milestones, and choices underneath
Milestones give something immediate to aim for, and the choices keep players from trudging mindlessly toward the goal.

A clear, personal goal with short milestones on the way keeps players moving without telling them exactly how to play.

  • Pair a long-term dream with many short-term goals. Milestones give something immediate to aim for Mark Brown, Game Maker's Toolkit8:08.
    • Stardew Valley's implicit goal is a profitable farm, with the community centre, new buildings and house upgrades as milestones.
    • Choices about crops, animals, seasons and partners mean players are not trudging mindlessly toward the goal Mark Brown, Game Maker's Toolkit6:44.
  • Make the goal personal, and match its structure to how people play.
    • The Forgotten City tells the player that stopping the sin means they never needed to come to the city. That ties their fate to the townspeople's Mark Brown, Game Maker's Toolkit5:00.
    • Blue Prince has one goal, the antechamber, though play is about juggling puzzles. Eight safes would hammer home the idea of pursuing many at once Mark Brown, Game Maker's Toolkit12:39.
    • Symphony of the Night opens with an overpowered Alucard, then takes his gear away. That previews the game's complexity and gives a reason to earn the power back Mark Brown, Game Maker's Toolkit1:59.
  • Add side goals for players who are stuck.
  • Let players choose an upgrade and plan how to earn it. That motivates more than random boosts from playing Mark Brown, Game Maker's Toolkit6:40.
    • Far Cry 3's menu named the pelts needed for a better holster, so the player paused the main quest to hunt that animal.
    • Make skill points things players find. Prey hides Neuromods around Talos 1, and Breath of the Wild's Spirit Orbs turn Hyrule into one giant skill tree Mark Brown, Game Maker's Toolkit6:26.
    • Players do the main missions anyway, so use skill points to encourage other ways to play Mark Brown, Game Maker's Toolkit7:21.
    • Breath of the Wild lets you fight Ganon at any time, so all play becomes preparation and nothing is delay Mark Brown, Game Maker's Toolkit2:22.

2.3 Reward mastery without requiring it

Each medal unlocks the next tool for mastering levels
Sequencing leaderboards and ghosts this way means speedrunning isn't left to a few elite players.

Give skilled players targets of their own, stage them so novices are not scared off, and keep the top tier optional.

  • Stage the optimisation tools so they feel reachable.
    • Leaderboards come from arcades and ghosts from early racing games. Neon White's new step is sequencing them so speedrunning is not left to a few elite players Mark Brown, Game Maker's Toolkit6:41.
    • Add a secret top tier. Neon White's red medal needs beating the developer's own times, and hidden medals in Assault Android Cactus reward the best without demoralising anyone else Mark Brown, Game Maker's Toolkit6:42.
    • Assault Android Cactus hides its reward for chaining every enemy until the player first achieves it, so new players are not confused about how to play Mark Brown, Game Maker's Toolkit10:29.
    • Some Super Mario Odyssey areas are reachable only with real mastery, and late Koopa races let you go off the track with advanced jumps Mark Brown, Game Maker's Toolkit6:16.
  • Make high scores require the whole mechanic set. Then the expert plays in a fundamentally different way from a button-basher Mark Brown, Game Maker's Toolkit4:18.
    • Bayonetta's Pure Platinum medals need complex combos, fast chaining, taunts and dodge offset.
    • A kill chain that breaks after a couple of seconds forces aggressive play, target priority and careful use of the special weapon Mark Brown, Game Maker's Toolkit8:19.
    • Vanquish gives only a bare number with no grade or medal, so few players know what raises it Mark Brown, Game Maker's Toolkit5:35.
    • A poor grade after a run that felt like a win discourages players, and many complained about it in Platinum games Mark Brown, Game Maker's Toolkit7:02.
  • Let players compare themselves to others instead of hitting a fixed threshold. A goal you set yourself is more powerful than one someone else sets Mark Brown, Game Maker's Toolkit4:35.
    • Opus Magnum plots your machine against the world's players, and seeing a poor result was motivation enough to go back in Mark Brown, Game Maker's Toolkit4:02.
    • Score several criteria, such as cost, area and cycles, so players chase small machines, cheap parts or fast cycles as they find fun Mark Brown, Game Maker's Toolkit3:38.
    • Zach Barth dropped Steam achievements after Spacechem and Infinifactory, because histograms and friend leaderboards were a more meaningful reward.
    • Scores and personal bests have no finish, which partly explains why Tetris is still played after three decades Mark Brown, Game Maker's Toolkit5:33.
  • Make scores social so players compete without setting anything up.

2.4 Make the reward worth the effort

Hidden or optional content only motivates when what players find is useful, interesting or emotionally real.

  • Pay for hidden content with useful or interesting rewards.
  • Put an extra step before the reward. It builds anticipation and makes the reward feel earned Mark Brown, Game Maker's Toolkit4:21.
    • Yakuza 3 makes you find keys for lockers, and Skyward Sword makes you hit goddess stones to unlock goddess chests.
  • Match each collectible to a different skill, and offer risk versus reward.
  • Recognise contributions a scoreboard cannot show. Points tell only part of the story when roles help in different ways Mark Brown, Game Maker's Toolkit2:30.
    • Overwatch's Play of the Game uses four highlight rules, High Score, Lifesaver, Sharpshooter and Shutdown, so a barrier or a resurrection can be credited too Mark Brown, Game Maker's Toolkit1:08.
    • Metro Exodus answers kindness, such as finding a guitar or a lost teddy bear, with heartfelt character moments instead of a quest log entry Mark Brown, Game Maker's Toolkit12:04.
    • Shadow of War makes defeat personal with taunting, promoted orcs, and much better loot for killing the orc that murdered you. Emotion and incentive point the same way Mark Brown, Game Maker's Toolkit14:29.

2.5 Use limited-time content for moments, not pressure

Scarcity makes content feel special, but it is also a retention hook, so use it to offer something new and ease its pressure.

  • Offer play the base game cannot, not just a reason to return. Many developers run double XP weekends and Halloween skins just to bring players back Mark Brown, Game Maker's Toolkit10:00.
  • Know that expiring content is also a retention technique built on fear of missing out. Players value something more when they fear they may never get it again Mark Brown, Game Maker's Toolkit3:57.
    • Live service games lean on daily rewards, weekly quests, seasons, expiring battle passes, double XP weekends and streaks that reset to zero.
    • Fortnite's item shop shows a small rotating set, hoping players feel pressured to buy a skin now Mark Brown, Game Maker's Toolkit5:05.
    • A battle pass sells the chance to earn items, so players must keep investing time or lose the content when it expires Mark Brown, Game Maker's Toolkit5:24.
  • Apply time pressure that nudges players instead of ending their run.
    • Spelunky's ghost appears about two and a half minutes into a level and pressures dawdlers, but you can still run and finish. It caused far less controversy than XCOM 2's mission-failing timers Mark Brown, Game Maker's Toolkit2:02.
    • Time limits are controversial, and missable content clashes with the completionist urge to clear every task Mark Brown, Game Maker's Toolkit12:35.
  • Ease the fear of missing out where you can.

2.6 Check that rewards are not replacing the fun

If players come for the rewards instead of the play, the fun is already draining away.

  • Treat extrinsic and intrinsic motivation as different things. Extrinsic motivation lasts only as long as the rewards are there Mark Brown, Game Maker's Toolkit5:55.
    • Intrinsic motivation is stronger and lasts longer.
    • The overjustification effect also links rewards to less creativity, worse problem solving and more cheating. Goals and achievements in exploration or creative games can blinker players Mark Brown, Game Maker's Toolkit7:17.
  • Let a hard skill be its own reward by making improvement visible.
  • Make goals optional or hidden so they do not become the point.
  • Ask whether players come for the game or for the rewards.

2.7 Where designers disagree

Some tools help one kind of player and hurt another, so the right amount depends on your game and audience.

  • Goals help players who are lost, but can sap players who already have their own fun.
    • For every Minecraft fan who makes their own fun, someone else has none. A Her Story player asked how to decide when they were satisfied, and goals give those players structure Mark Brown, Game Maker's Toolkit8:49.
    • Mini Metro's designers tried to avoid goal and reward structures, yet some players still treated unlocks as a means to an end Mark Brown, Game Maker's Toolkit5:02.
  • Optional scores reward experts but may hide the experience you most want seen.
  • Low drop chances are thrilling, but taken too far they become a Skinner box.
    • A great weapon from a body in Borderlands is more exciting because the chance was small. The same technique in lootboxes, bought and revealed afterward, is built to drain time or money Mark Brown, Game Maker's Toolkit3:20.

Sources

Part of Why people play games in the growth library.