A reward system creates periodic moments of satisfaction within a role game. This is a fundamental aspect of the game along with the resolution mechanics. It generates a framework where the initial situation progresses to more equally interesting situations. There are many websites and platforms like this homepage that gives rewards to players.
A reward system creates an economy:
A reward system proposes are mechanics that promote interest. Therefore, all mechanics should “conspire” to lead players to interesting moments. An economy of rewards means that they last over time, that is, they are stable and cyclical.
The cycles of a reward system:
In order to enjoy a game, there must always be a reward system. This system will form a gratification cycle. It should be remembered that a reward rule can refer to mechanics, but also to elements of fiction.
What does the player want?
The interests are very extensive, but some examples can be:
- A mechanical cycle, for example: leveling up.
- A narrative cycle, for example: completes the objective of the adventure.
- Well-defined ending with the special reward.
- Or even, the times you congratulate others for how well they play to complete all challenges.
Are the reward system and its cycles the only thing that makes the player enjoy it? Of course not. Aesthetic elements and ambiance are also important. However, the nature of the reward economy of a role-playing game is a remarkable criterion for classifying and evaluating it.
We could go one step further. When directing or preparing a game, we can take into account the reward system because the reward system is the future of gaming. if a developer develop a game and gives reward at every level to their players then this thing is the best for the players to play again and play very well