Every now and then I want to cover basic mechanisms in games, entertainment and other media about how things work and what it might mean to Positive Entertainment and in this case, Positive Gaming. Today I will cover one of the most fundamental mechanisms found in games. Namely the Challenge-Reward system.
This very simple mechanism presents the player with a challenge to overcome followed by a reward associated with that challenge. It is literally everywhere in gaming. It’s the fundamental part of quests systems such as in EverQuest. Kill 4,007 mutated chickens and your reward is a pink pirate hat. It’s part of First Person Shooter (FPS) upgrade systems where, for example, you must get to the end of the map to obtain the shiny new 400E Minigun, a serious upgrade to the 400B you used to get there. It’s part of character development and experience gains. You run around doing quests, killing monsters and so on to get your nice reward of a new level and points to distribute. Most games are jam packed with this simple mechanism and most games overall focus is on the challenge to reach the end followed by the endgame feelgood yes-you -made-it reward. Perhaps a nice end-game movie or sequence on top… if their budget held up.
This mechanism is so powerful, the most addictive games available use it liberally. World of Warcraft, and similar online role playing games, layer rewards systems quite thoroughly. To begin with there is a pull towards the final goals of endgame equipment, dungeons and attaining the maximum level. But that’s not all, there’s also the rewards system centered on guilds, where group activity is encouraged. Then there’s an achievements system essentially involving large numbers of longer term goals to fulfill. There’s each move on from a lower level area to a higher level area. There’s each character levelup. Then there’s questing and the pile of gold, items and experience at the end of it. Every looting instance where, say, you loot the goodies from a goblin, is associated with a challenge. Instead of having one reward on looting you get can get several. One might be an item for a quest, one a crafting material, one sellable for gold, gold directly, a nice sword to carry you over several levels. And on top of those are the rare and very rare items, the ‘blues’ and ‘purples’ as they are known which will be looted rarely but are quite valued. Maybe you’ll even find fireworks. There’s also crafting and gearscore and pets as rewards.
Thus each player in World of Warcraft is really facing multiple challenges and attaining multiple rewards at the same time. Challenge-Reward stacking works and multiplies the attraction of a given game.
Increasing the challenge difficulty increases the pleasure of the reward. Even if the reward is the same. Often the reward is actually better due to expectations. So there is a higher sense of achievement with more difficult challenges. Killing a half dozen goblins doesn’t compare to killing an end game boss Dragon. The challenge of successful gaming companies is often to encourage players to take on higher difficulty challenges without making it so difficult that the player gives up. Giving up totally shatters the Challenge-Reward system.
So why is this Challenge-Reward system so powerful? The oversimplified answer is dopamine. Dopamine is a natural ‘reward’ drug. Now that’s an addiction that many will find easier to understand. Ultimately it comes down to life and how we evolved. We are opportunistic beings and that suits both survival and growth very well. So we are always on the lookout for a reward. We see an opportunity, we try to overcome whatever challenge is in the way to approach, consume and perhaps repeat consuming the reward.
All this may sound negative. Perhaps manipulative or at the very least restrictive. But because the Challenge-Reward system is part of our wider life it is everywhere. At work. Do we go for the challenge, or do we go for the reward for that challenge? When we prepare a meal to eat. When we discuss a difficult topic with family. When we try to open a drink. When we play sport. When we ask someone out on a date. We face myriad challenges from trivially easy to almost insurmountable and we only attempt those challenges if there is some kind of reward at the end strong enough to pull us along.
So really the Challenge-Reward mechanism is not inherently positive or negative. It is simply a part of who we are. The real question underneath all this is how the mechanism is used. Now that can be positive or negative. The question begged is; “How is this helpful?”
We already know how it can not be helpful. To mesmerise millions of people into enormous levels of waste not just via the monthly fees, but of the incredible amount of time, energy and effort that could otherwise be more positively employed.
But it can be helpful. Because this is about motivation. Can we make the challenges more useful than killing goblins? Can we make the rewards healthier than yet another stack of pretend gold? I believe the answer is yes. In my earlier post I talked about creativity, learning, and experiencing things. I like to see challenges that involve these. Gaming is already powerful. I want to see it become positively powerful. Let people learn through games while having fun instead of traditional lectures with all the excitement of watching hair turn grey. Not only that, I think gaming could have us learn much more this way.
Now for getting through this article I have a little reward:
Read More
Recent Comments