THE DRAGON'S HOARD (WIP ARTICLE)
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So I've been working on an article and what to know what you guys think before I finish and submit it/publish it outside of this forum. It's going to cover much more about boss rewards, as well as parts about puzzle rewards, dungeon rewards, quest rewards and endgame rewards.
Critiques, questions, anything I should add, anything you want to know about?
The Dragon's Hoard
A guide to rewarding great feats in RPGs
Every RPG has some kind of progression--it's the mainstay of the genre, after all. As you carve your way through the story and optional bits, you gain power. But how do you allocate this power when a player accomplishes something awesome? The general thought is to shovel fistfuls of it at the player, although there are much better ways to reward great feats!
Semantics
For the purpose of this article, these are the broad categories of power that I'll be referring to.
Currency is the simplest form of power. Whenever you gain Gold, Zenny, Septims, Ental, etc., you are getting a reward that is spent in order to purchase consumable boosts (potions, antidotes, fire scolls) or temporary boosts (equipment, stays at inns, ressurections).
Points are any sort of numerical progression that provide a power boost after sufficient acquisition. Points are usually permanent, or are spent to gain permanent power increases (currency is not a form of points unless it is directly used to purchase skills or attributes). Experience points, levels, ability points, skill learning percentages and job points are all forms of general points. Most of these already include 'points' in their name!
Equipment is the term used for anything that satisfies two requirements: the player must assign it to a character before it is effective, and it must not be gained by points but rather currency or chests. Equipment is a temporary boost! Along the path of the game, there is usually something even better out there that you can equip--a new sword, some fancier boots, hidden orbs of Blizzaja.
Information is extremely arbitrary and should be used cautiously. Anything that is not a tangible reward for the player (the three power boosts above) falls under the information category. When a player learns that bats are weak against fire, that is an example of minor information. If you tell the player that the Duke is a demon that controlled the boss you just fought and that the player now needs to seek out a way to stop the Duke, you are providing a major information-based power boost. Information is only rewarding the first time the player hears it, but is a neccessary reward.
Combat-based Rewards
Boss battles are typically a form of information-based progression with some sort of tangible power boost. The boost that the player gets is incredibly important--even if you have a wonderful and enchanting story, the player is going to get bored if she doesn't get to grow. After defeating above-mentioned Duke, she's going to want some sort of reward, damn it!
Note that while optional or mini-bosses generally aren't suppliers of story information, they should still adhere to the policy of REWARD THE PLAYER. Information isn't just cutscenes: as a commercial example, the mini-bosses in Etrian Odyssey 2 don't dole out any EXP. Rather, they let you pass through parts of the dungeon more quickly after you clear them out. This may not seem like information, yet it is! The facilitation of information-gathering is as valuable as a pair of Gold Earrings. If you increase the speed at which the player can go from point A to point B (and back!), do so. She'll love you for it.
The most common form of reward for bosses is an immense amount of currency and points. The currency is all well and good (maybe--we'll tackle that in the next paragraph), but points need to be carefully examined.
Critiques, questions, anything I should add, anything you want to know about?
The Dragon's Hoard
A guide to rewarding great feats in RPGs
Every RPG has some kind of progression--it's the mainstay of the genre, after all. As you carve your way through the story and optional bits, you gain power. But how do you allocate this power when a player accomplishes something awesome? The general thought is to shovel fistfuls of it at the player, although there are much better ways to reward great feats!
Semantics
For the purpose of this article, these are the broad categories of power that I'll be referring to.
Currency is the simplest form of power. Whenever you gain Gold, Zenny, Septims, Ental, etc., you are getting a reward that is spent in order to purchase consumable boosts (potions, antidotes, fire scolls) or temporary boosts (equipment, stays at inns, ressurections).
Points are any sort of numerical progression that provide a power boost after sufficient acquisition. Points are usually permanent, or are spent to gain permanent power increases (currency is not a form of points unless it is directly used to purchase skills or attributes). Experience points, levels, ability points, skill learning percentages and job points are all forms of general points. Most of these already include 'points' in their name!
Equipment is the term used for anything that satisfies two requirements: the player must assign it to a character before it is effective, and it must not be gained by points but rather currency or chests. Equipment is a temporary boost! Along the path of the game, there is usually something even better out there that you can equip--a new sword, some fancier boots, hidden orbs of Blizzaja.
Information is extremely arbitrary and should be used cautiously. Anything that is not a tangible reward for the player (the three power boosts above) falls under the information category. When a player learns that bats are weak against fire, that is an example of minor information. If you tell the player that the Duke is a demon that controlled the boss you just fought and that the player now needs to seek out a way to stop the Duke, you are providing a major information-based power boost. Information is only rewarding the first time the player hears it, but is a neccessary reward.
Combat-based Rewards
Boss battles are typically a form of information-based progression with some sort of tangible power boost. The boost that the player gets is incredibly important--even if you have a wonderful and enchanting story, the player is going to get bored if she doesn't get to grow. After defeating above-mentioned Duke, she's going to want some sort of reward, damn it!
Note that while optional or mini-bosses generally aren't suppliers of story information, they should still adhere to the policy of REWARD THE PLAYER. Information isn't just cutscenes: as a commercial example, the mini-bosses in Etrian Odyssey 2 don't dole out any EXP. Rather, they let you pass through parts of the dungeon more quickly after you clear them out. This may not seem like information, yet it is! The facilitation of information-gathering is as valuable as a pair of Gold Earrings. If you increase the speed at which the player can go from point A to point B (and back!), do so. She'll love you for it.
The most common form of reward for bosses is an immense amount of currency and points. The currency is all well and good (maybe--we'll tackle that in the next paragraph), but points need to be carefully examined.
I missed this. Interesting article, and important element of Game Design, and RPGs in particular. Briefly, here are other rewards that don't seem to fit in the categories you've already given:
- Extra options (Rewards that affect the 'outer-game', forgot the term for this. Things like New Game+, alternate character perspectives)
- Extra costumes (Could probably come under Equipment, but this is an aesthetic reward. Could be something like a Lucca doll you put on your in-game shelf)
- Extra locations (Rewards that give you access to an extra dungeon or whatever)
- Extra options (Rewards that affect the 'outer-game', forgot the term for this. Things like New Game+, alternate character perspectives)
- Extra costumes (Could probably come under Equipment, but this is an aesthetic reward. Could be something like a Lucca doll you put on your in-game shelf)
- Extra locations (Rewards that give you access to an extra dungeon or whatever)
It's a little too short right now, so I can't comment much. It's very interesting, though. But it would be great if you could expand on the optional rewards, rather than just things you absolutely have to do to progress (like the boss example). A good example would be a game where you can go to a guild and pick up some optional quests for your journey that will reward you. I guess that is covered under quest rewards, maybe? Or maybe when a player goes beyond the expectation, and does something incredible. Minigames are a good example of this. Some racing games reward you for beating the top time in a time trial, or getting first place in every race. Action games like to do the "Complete the level without getting hit" thing. I'd like to see good examples of this, but in an RPG formula.
I think the big question though is how to get the player motivated to do these things. Your mini boss example was a good one since it gives the player a shortcut through the dungeon. I'd just like to see more examples of that for puzzles, dungeons, and optional quests. I don't have much to add though, since I'm really just waiting to see what you write about the other areas you're about to cover, since they are the most interesting to me. So far what you have is really great.
I think the big question though is how to get the player motivated to do these things. Your mini boss example was a good one since it gives the player a shortcut through the dungeon. I'd just like to see more examples of that for puzzles, dungeons, and optional quests. I don't have much to add though, since I'm really just waiting to see what you write about the other areas you're about to cover, since they are the most interesting to me. So far what you have is really great.
Dr. Craze, how many licks does it take to get to the center of a tootsie pop let's hear your thoughts on random rewards.
Does well in identifying rewards as being either material or informational. I wouldn't call equipment a temporary reward myself. Sure, it's temporary until you get a better weapon, however upgrading a stat boost to a certain number or percentage also only lasts you until you get another stat upgrade.
Adding a section regarding balancing rewards might be beneficial. When to provide a material reward vs. an informational reward, balancing the quality of the reward with the amount of effort involved in getting it, and perhaps helping people identify the strengths of their game and recognizing what can be perceived as a reward to the player.
Another thing that comes to mind is the manner in which these rewards are received. Battles and bosses are one way, whereas something as simple as going out of your way to find treasure chests or talk to NPC's is another.
Adding a section regarding balancing rewards might be beneficial. When to provide a material reward vs. an informational reward, balancing the quality of the reward with the amount of effort involved in getting it, and perhaps helping people identify the strengths of their game and recognizing what can be perceived as a reward to the player.
Another thing that comes to mind is the manner in which these rewards are received. Battles and bosses are one way, whereas something as simple as going out of your way to find treasure chests or talk to NPC's is another.
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