More and more games these days are following the old-school RPG and
fighting game model of unlocking practical new content pieces that
directly change, expand or improve the way the game is played. Fighting
games may unlock new characters, attacks or powers, while racing games
may unlock new vehicles, vehicle upgrades or race courses and combat
games unlock new weapons, multiplayer maps, or environments. The reason
more attention is being paid to rewards these days is that players have
come to expect them in many instances, but also that practical gameplay
rewards lead the player through the game and are the most effective
means to encourage continuation and replay (vs. decorative rewards or
just beating the game). An excellent example of structured practical
rewards in my opinion is in Burnout: Revenge,
where new modes, new tracks and new vehicles are all unlocked at a
structured pace (the rate seems fast at the start and progressively
slower through the game), with a few nice awards very soon after
starting the game. A well planned and executed practical reward
structure is extremely helpful in enticing player continuation and
replay and ultimately in increasing review scores.
It is extremely important that the player be able to understand the
rewards system. Some games present rewards just after completing a
level, while others award money at the end of the mission, race or
level and then allow the user to purchase new content, and in these
cases the rewards system needs little or no explanation. Other games
tabulate experience points or other categories which either
automatically unlock the reward at a predefined pace, or allow the user
to select which reward they wish to purchase; either way these systems
of points need to be explained more clearly (or at least presented with
the reward input / output organized in a table) since they are not as
intuitive. For a combat game like any of the JamesBond or Medal of Honor games,
the mission results screens usually tabulate categories like shot
accuracy, remaining health, enemy kills, or enemies escaped, and in any
such game there should be a point value associated with the performance
in each category that serves as a system explanation, because the user
can see the relative weights of each category (see Figures 5a/b for some fictional mission results examples);
a player can use the category information and relative values in their
future gameplay strategy in order to improve their ability to earn
rewards. Keeping the system as obvious and simple as possible will
reduce the amount of explanation feedback the interface will need to
provide.
Ideally,
the player should also get a glimpse at the rewards content that lies
ahead (either the next few or all remaining practical rewards) in order
to encourage their long-term continuation and replay. It is great to
know the next reward (say a key character model unlocked for play in
multiplayer). It is even better if the player can see that mysterious
and intriguing new team gameplay mode or crazy character or weapon that
is available several awards down the line (see Fig 6)
because they might want that one so bad they will extend their play in
the current sitting or at least keep playing long after they might
otherwise, just to gain that item and be able to experience it in
gameplay.
These days it is increasingly more
important that the main content unlocking system of the game feature
Practical Gameplay rewards only. Decorative Ancillary Rewards
(Trophies, etc.) do add value but should be presented separately from
Practical Rewards; if it appears that Decorative Rewards are stuck into
the system to fluff up the appearance of Practical Rewards then the
chat forums and reviewers may respond with comments like some of them
are ‘useless’ or ‘cheap’. Decorative Rewards can supplement the
Practical Rewards, but they should be kept separate and not treated as
equals.