I need the community to help me decide on a fair design for my player rewards system :)

BoomshackBarryBoomshackBarry Member Posts: 712
edited August 2013 in Working with GS (Mac)
Hey all,

In my current game I'm implementing a player reward system. There are two ways of going about it, and my wife and I are completely disagreeing on which is the correct strategy, so I thought I'd open it up it the wider community of GS experts :)

My game is an endless runner (kind of) in which the player has to collect as many items as they can without crashing, so effectively the player's end score is however many items they collected before crashing (dying), rather than being based on distance run.

The game will feature a currency of gold coins, which can be purchased as an IAP, and can be spent before each round for various upgrades.

I'm implementing a system whereby for every 100 items collected in-game the player will get 1 free gold coin. This gives the player an incentive to keep playing, and gives them a sample of the upgrades available if they do purchase more coins as IAP.

Now here's the dilemma. Should the progress count toward the next free gold coin remain between rounds? By this I mean that at the start of every round the item count will always start at 0 again, as that's the player's score. But if the player has already collected 57 items (as an example) in the previous round, and then died, should I carry that over to the gold coin unlock progress, so the next round they only need to collect 43 more items before the gold coin unlocks, or should I scrap that 57 they've already attained in the last round as a punishment for dying? I'll write it in pseudo-code to get it across the way it is in my mind:



Attributes at start of first round{
itemsCollected (score) = 0;
numberOfGoldCoins = 0;
progressToNextGoldCoin = 0;}


<!-At the point the player dies they've collected 57 coins, so at the start of the next round should the attributes now read:->


itemsCollected (score) = 0;
numberOfGoldCoins = 0;
progressToNextGoldCoin = 57; <!-keeping the progress->


<!-Or->


itemsCollected (score) = 0;
numberOfGoldCoins = 0;
progressToNextGoldCoin = 0; <!-resetting the progress->



Effectively you can word it like: Should I let the player unlock the coins over various rounds, so that if they keep getting only 10 items each round before dying they can still unlock a free gold coin after playing 10 rounds, or should I only give a free gold coin if they manage to get 100 items in one round without dying, and scrap any progress they've made towards it each time they die?

Sorry if that's far too wordy, but I wanted to make sure I got it across properly. :) Thanks!

Comments

  • KevinCrossKevinCross London, UKMember Posts: 1,894
    I'd carry them over, especially if it's hard to get 100 coins in one go. Reward your players, don't punish them.
  • MillionairAppsMillionairApps Member Posts: 110
    Over the rounds, cause they going to have that one extra go if they know they can get a free coin and not have to go so far. Unless is super easy to get one coin and players can get up to 50 coins in one run then don't carry it over.
  • osucowboy18osucowboy18 Member Posts: 1,307
    Well that depends. There's a fine line between encouraging users to buy coins via an IAP and making it to where they don't want to because it's too easy to get coins for free. If you find it relatively easy (with some patience and effort) to finish the level without dying, then reset their progress if they die. However, if it's something only the best players can do, I'd keep their progress between levels.

    That may or may not be very helpful, but in the end it just comes down to difficulty. If you're encouraging people to buy coins in the future, maybe give them some for free when they download the game so they can get a taste of the upgrades available. If you did that, I could see some merit behind erasing their progress if they die.

    - Alex
  • Asobu_GamesAsobu_Games PRO Posts: 261
    I definitely think the progress should carry over, however I agree that it also shouldn't be too generous - you don't want to give away so many coins that no one wants to buy them. A better way to tweak the balance (give them less coins) might be to simply increase the amount of items required to get a coin, ie 150 or 200 items per coin.

    Another option would be to use multiple currencies in the 'upgrade shop' (like clash of clans) and have certain upgrades available to purchase with coins, and others that can be purchased with items, like maybe a less valuable, consumable upgrade. Then you could sell/swap coins in the shop at a rate of 100 items per coin. That way players can save up their items to spend on coins if/when they wish.
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880
    edited August 2013
    In my current game I'm implementing a player reward system. There are two ways of going about it, and my wife and I are completely disagreeing on which is the correct strategy, so I thought I'd open it up it the wider community of GS experts :)
    Take it from an 'expert'.... Always, always, always do what the wife thinks is the right thing to do.

    Who cares if a kid somewhere earns a few extra coins. This is your chance to score some real points!!!!!!
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    edited August 2013
    I would suggest making it more like 1 coin for every 10 items collected, then make your upgrade prices higher, and don't carry it over between. That'd certainly be the best way :)
    - Thomas
    P.S. Keep in mind that buying 5,000 coins for 99c sounds a lot better than buying 50 coins :P
  • Asobu_GamesAsobu_Games PRO Posts: 261
    Yep, agreed with @SnapFireStudios that larger amounts sound better when buying IAP, even if you have essentially just devalued that currency. 1,000 sounds better than 100, which sounds better than 10 ;P I think there is a limit to this though as people can get confused when the numbers get too big. Don't make it 10 billion coins for 99c ;)

    One thing to keep in mind is an issue I had with one of my games. If you are using real world items as upgrades people will already have a perceived value of that item. In a virtual pet style game I made, food items (eg a chocolate bar or can of softdrink) cost ~1000 coins. I had a few comments saying 'it's a rip off, a can of drink for $1000!!' :P I felt like saying, yeah but you can earn $1000's of dollars per minute, unlike in real life. Anyway something to keep in mind.
  • BoomshackBarryBoomshackBarry Member Posts: 712
    Thanks all for your thoughts :) It sounds like most people are validating my side of the argument, so I'll have to bravely go against @RThurman's advice here ;)

    So let me explain a bit further. Finding the perfect balance is definitely a priority for me - I want to give a taste of the coins without giving too many away. The plan always has been (as written in my design document anyway) to give a small amount away when the game is first played, like 10 or 20. Collecting 100 items without dying is pretty damn tricky, so the plan all along was to carry over the progress, so that every round the player attempts they are getting one step closer to a reward, even if they're terrible at the game. The idea is to continuously reward the player just for playing, rather than making it a huge challenge for them - 1 coin won't buy much so it's really a token gesture. (All of the numbers are subject to change depending on game balancing).

    It was last night however when I was explaining this all to my wife when she said she didn't understand why I was carrying the progress over, as she thought I was making it too easy for the player. Now I know quite a bit about game theory, player retention, etc, and bless her she doesn't, so I was sure my idea was technically correct from a developer/revenue point of view, but then I figured if she's looking at it the same way other non-game dev players will be, perhaps there's merit to that point of view also. Thanks to you guys I'm reassured that I was on the right track all along, phew :)

    I like the suggestion too from @SnapFireStudios and @Asobu_Games to increase the amount of currency whilst devaluing it to make it feel like the player gets more value from their IAP, that's a nice touch.

    Thanks all for taking the time to think about this and giving such great answers, you guys rock!
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,880
    Thanks all for your thoughts :) It sounds like most people are validating my side of the argument, so I'll have to bravely go against @RThurman's advice here ;)
    Depends on which game you are trying to win!
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