Monday, 14 October 2013

Reward Systems

When you think of rewards in games you think about how players can receive feedback on how well they are doing in the level. Reward systems are a way of providing players with information on their skill set in the game. According to Wang and Sun their are eight different types of reward systems but, with Schell's rewards there are nine. These two types of rewards are very similar but differentiate in some ways.

Eight Reward forms from Wang & Sun

1) Score Systems
Score systems are just a way for the player to keep track of their progress. Score systems can also be used if you are in a social environment. If you are on your own while playing a game scoring systems will probably be just for personal achievement. However, if you have a group of people playing the game score systems can be both for self assessment and enjoyment. Individuals somehow feel more motivated when they have a scoring system. Being able to get more scores them someone else can make a person feel good about themselves.

2) Experience Leveling Systems
It is important for players to learn ways on how to gain extra points while playing the game. Things like leveling up can increase player skill over time. So in games a player's skill will increase as he or she progresses in each level giving them the opportunity to do more things other than doing the main goal. Based on the players' experience they can explore the game world through levels.

3) Item Granting Systems Rewards
This type of reward can facilitate how the character can progress in the game. Based on the progress of the player, you can offer a special item at the end of each level.

4) Collectible & Usable
These are values you can collect and use during the game play.

5) Achievement Systems
Achievement are titles that you put on an avatar. For instance, for different levels, you can have titles for items that will generate a type of strength.

6) Feedback Messages
Feedback messages provide instant rewards for your players. For example game designers can use images, or sound effects in order to display a reward to the player right away. Guitar Hero is a great example of this reward system.

7) Plot Animations & Pictures
These are rewards that follow important events in the game. You can provide a small video or a cutscene to show the player that they have achieved something important in the game. It's just some sort of mark showing that the player has completed an important task.

8) Unblocking Mechanisms
These rewards a based on what the player has completed in the game. Sometimes in games, you cannot go straight to a certain level without completing the previous ones. In Kingdom Hearts II, you have the option of going to various worlds/places to visit characters but, there are some worlds cannot go to without completing the first 3 levels of the game. A player has to accomplish levels in order to unblock certain levels to proceed in the game.

Schell's Reward Categories in Games

Praise
Congratulating the player based on his/her achievement. It can be something shown like a visual saying 'Good Work'. Candy Crush uses this type of reward when the player pairs up more than one colour candy.
Points
This is where players can get points based on luck to measure their success.
Prolonged
This is where the players get points without losing what they already previously achieved.
Gateway
Providing freedom for players. They can explore their desires in gameplay. It is basically providing access to something we didnt have access to before.
Spectacle
Giving out rewards in the form of music and animation.
Expression
Expression satisfy players.
Powers
Powers are enhanced goal mechanics.
Resources
Resources are useful things available in the game like energy and food.
Completion
Completion gives closure to the game. Players need to be informed that they are finished with a certain task or level in a game.


Schell's Reward vs. Wang & Sun Rewards

Schell's rewards are very similar to Wang & Sun Rewards but their terms are named differently. Praise and Feedback Messages are basically the same. They both communicate with the player using visuals for congratulating /praising them on their progress in the game. Collectible & Usage and Points mean the same thing because the players gain points that will be very usable while playing the game. Despite the fact that Schell has nine terms and Wang & Sun have only eight terms they both have the same idea when it comes to reward systems. The only difference is that Wang & Sun rewards include 'Achievement systems' where the character contains titles to generate a certain strength or something special. Schell is more general and just has 'Resources' as a means of useful items in the game. Also there is not really a term similar to Plot Animation & Pictures. Everything there is to do with showing the player what they have achieved in the game is categorized in 'Praise' and 'Spectacle'. This shows that Wang & Sun think more highly when it comes to informing the player about their progress in the game as well as player experience. Schell rewards tend to be more general on the physical things available in the the game world like goal mechanics, music, resources, points, and items.

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