CRE342 · Week 3
Ulster University
CRE342 · Game Mechanics & Gameplay Design · Week 3

Rewards, feedback
& playing fair

Designing reward systems, feedback loops and ethical engagement

BSc (Hons) Game Design & Development

Think · 30 seconds

What's the best reward a game ever gave you?

Was it a thing… or a feeling?

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Design a reward system

using short- and long-term, tiered, milestone, fixed and random rewards in fast and slow loops.

02

Design feedback

that is immediate, clear, layered across the senses and accessible.

03

Separate games from gamification

and explain why points, badges and leaderboards alone aren't enough.

04

Judge a reward system's ethics

and redesign a dark pattern so it respects the player.

The route

Six stops

01

Rewards & loops

Types, timing, loops, schedules

02

Feedback

Action, response, reading it

03

Gamification

PBL and six engagement factors

04

Ethics

Dark patterns and loot boxes

05

Roll for Reward

Four rounds, four kinds of reward

06

Design task

Build your own reward system

Recap · Weeks 1 and 2

Rewards can add fun, or replace it

Intrinsic

The activity is the reward: mastery, curiosity, autonomy, relatedness.

Extrinsic

The reward is outside the activity: points, loot, badges, rank, money.

Overjustification

Expected, controlling rewards can crowd out the intrinsic reason to play.

Today

Week 1 asked why rewards work. Week 2 showed flow needs immediate feedback. Today asks how to design rewards and feedback: what kind, how often, how they feel, and when to stop.

GDnD wiki · Overjustification Effect
01

Rewards
& loops

The motivation engine: what you give, when, and how often

Hallford & Hallford (2001)

Four things a reward can give

GloryRecognition

Achievements, titles, a high score. Changes nothing in play; tells everyone you did it.

SustenanceKeep going

Health, ammo, armour, extra lives. Keeps what you have.

AccessNew places

Keys, unlocked areas, new levels. Opens content you couldn't reach.

FacilityNew powers

Double jump, a new weapon, bigger inventory. Lets you do more.

Rewards also carry information ("you did that right") and set the pace of the game.

GDnD wiki · Reward Types (Hallford & Hallford)
Time frame · fast and slow loops

Short-term and long-term rewards

TIME → Short-term: every few seconds Mario coins · Diablo III loot · Candy Crush cascades · Genshin daily quests Long-term: after sustained effort Witcher 3 story arcs · WoW raids · Fortnite seasons · CoD prestige

Fast loops keep the moment moving. Slow loops make the reward worth more because you waited.

Structure

Tiered and milestone rewards

Tiered · rewards grow with the level

Bronze → silver → gold. Basic to advanced gear. Currency worth more at each tier.

  • Clear criteria for moving up a tier
  • Each tier clearly better than the last
  • Visible progress: badges, bars, ranks
Milestone · reward for reaching a point

Finish a chapter, reach a score, defeat a major boss.

  • Defined and told to the player in advance
  • Meaningful: worth the effort it took
  • Tied to the story so it deepens immersion

Together they give players goals to set and hit, which is what long-term engagement is made of.

Reward loops

The core engagement cycle

Act, get rewarded, want to act again. Every game runs several of these loops at once, nested inside each other.

The small loops keep your hands busy. The big loops give the small ones a purpose.

SECONDS grab a coin MINUTES clear a level HOURS finish a world WEEKS 100% the game · a season
GDnD wiki · Game Loops
Reinforcement schedules · Week 1's grid, applied

Fixed or random?

Fixed · predictable

Level-up bonuses, quest rewards, achievement unlocks.

  • Clear goals and expectations
  • Easier to balance progression
  • Can feel monotonous if overused
  • Less excitement
Random · unpredictable

Random drops, loot boxes, gacha, surprise events.

  • Surprise, curiosity, replayability
  • Very high engagement
  • Feels unfair after a bad streak
  • Gambling-like when money is involved

Continuous reinforcement (every time) is best for teaching a new behaviour.

Partial reinforcement (sometimes) keeps a behaviour going longest.

GDnD wiki · Randomness in Games
Pair · 90 seconds

Pick a game you both know. Find…

one fast loop

What do you do every few seconds, and what do you get?

one slow loop

What are you working towards this week?

one random reward

What's the schedule? Is money involved?

1:30
02

Feedback

The bridge between what the player does and what the system says back

Input → response

Every input needs an answer

1 · PLAYER ACTS press, move, tap 2 · GAME RESPONDS sound, motion, numbers 3 · PLAYER READS IT "that worked", "try again" and acts again, a little better
Good

Responsive, clear, consistent. Jump always jumps, now. Builds trust and supports flow.

Poor

Lag, unclear outcomes. "Did that hit?" Players blame the game, then leave it.

GDnD wiki · Feedback
Six kinds of feedback

What is the feedback for?

Immediate

Confirms the input landed.

hit marker · button click

Delayed

Reflection after the moment.

end-of-match stats · summaries

Positive

Reinforces what worked.

XP pop · combo counter

Negative

Signals a mistake so you adjust.

health loss · red flash

Informational

Teaches and guides.

"too heavy" · map marker

Aesthetic

Makes it feel good and deepens immersion.

particles · music swell
Worked example · Super Mario Bros

One coin, five layers

LayerWhat happensJob
AudioThe "bling": instant and unmistakableimmediate · aesthetic
MotionThe coin pops out of the block and spinsimmediate · aesthetic
UICoin counter +1, score +200informational · positive
ProgressEvery 100 coins: an extra lifelong-term · sustenance
TeachingCoin trails show where to jumpinformational · guiding

A fast loop (the coin) feeding a slow loop (the 1-up), with every sense saying the same thing.

Audio-visual feedback design

Layer the senses, and design for everyone

Visual

See it

Animations, particle effects, UI cues, screen shake.

Audio

Hear it

Success chimes, failure sounds, narration, music changes.

Multisensory

Layer it

Cues that agree across senses and haptics are stronger and more immersive.

Accessibility

Offer it twice

Colour-blind modes, captions, haptics. Never one channel only.

Watch: Juice it or lose it (Jonasson & Purho, 2012): the same game, with and without feedback.

GDnD wiki · Game Feel
03

Gamification

Taking game elements out of games

Deterding et al. (2011)

“The use of game design elements in non-game contexts”

Game designGamification
PurposeImmersive, entertaining experiencesEngagement and motivation in something that isn't a game
WhereComplete games, played for their own sakeEducation, fitness, marketing, training, productivity
ElementsFull mechanics, narrative, interactive playSelected elements (points, badges, leaderboards) added to an existing activity

Duolingo, Strava, loyalty cards, and this module's weekly quizzes.

GDnD wiki · Gamification
The usual toolkit

Points, badges, leaderboards (PBL)

Points

A number for progress

Awarded for tasks and milestones. Immediate feedback and a sense of accomplishment.

Badges

A symbol of achievement

Earned for goals, challenges and expertise. A status symbol that points to mastery.

Leaderboards

A ranking against others

Competition and social comparison. Motivates the people near the top.

The catch: a global leaderboard motivates the top ten and quietly tells everyone else they're losing. Fixes: show players near you, friends only, weekly resets, small leagues.

Beyond PBL: challenges, quests and social play reach the intrinsic needs from Week 1 (competence, autonomy, relatedness).

McGinnis et al. (2008)

Six essential engaging factors

Fun contains everything. Structure holds challenge and feedback. Social and identity sit alongside.

Use it as a checklist: a design that's missing one of the six usually feels it.

04

Ethics &
dark patterns

When the reward system works for the business and against the player

Week 1's temporal, monetary and social patterns, in reward design

Five reward dark patterns

Loot boxes

Paid random rewards on a variable-ratio schedule.

Overwatch (2016) · CS:GO keys · FIFA packs

Pay to win

Money buys a competitive edge over players who don't pay.

Clash of Clans gems · Diablo Immortal

Grind walls

Progress slowed on purpose, with a paid way round.

Diablo Immortal · FUT squad challenges

Scarcity & urgency

Countdowns and "limited time" push impulse buys.

Fortnite Item Shop · battle-pass timers

Forced continuity

Free trial that renews at full price unless you cancel.

£1 first month subscriptions · VIP trials

Short-term revenue, long-term cost: lost trust, bad press and regulation.

GDnD wiki · Dark Patterns in Game Design
Case study

Loot boxes

Why they work

Variable-ratio reward, a near-miss when you get a duplicate, and a public reveal. Structurally, they look like gambling (Drummond & Sauer, 2018).

The concern

Loot box spending is linked to problem gambling severity (Zendle & Cairns, 2018). The heaviest spenders are the most vulnerable players.

Fairer alternatives

Cosmetic only · visible odds · earnable in play · buy the item directly · "pity" guarantees.

How regulators responded
2017

China and Apple's App Store require published drop odds.

2018

Belgium rules paid loot boxes are gambling and bans them.

2020

PEGI adds "In-game purchases (includes random items)".

2022

UK decides not to legislate and asks the industry to regulate itself; Overwatch 2 drops loot boxes for a shop and battle pass.

2023

UK industry principles: odds disclosed, parental consent for under-18s.

GDnD wiki · Loot Systems
Groups of 3 · 3 minutes

Engaging or exploitative?

Pick one: FIFA / FC Ultimate Team packs, Overwatch's original loot boxes, or a game you play.

1 · Diagnose

Which dark pattern(s)? Which reinforcement schedule? Who gets hurt most?

2 · Redesign

Change one rule so it keeps the excitement but respects the player.

Check it: respects agency · engages sustainably · is transparent · protects players. The test: would the player still choose this if they fully understood it?

3:00
Take away

Five things to remember

Rewards give glory, sustenance, access or facility, over the short or long term, in tiers and milestones.

Loops nest: fast loops keep momentum, slow loops give them purpose. Fixed rewards teach, random ones hook.

Feedback must be immediate, clear, layered and accessible. Every input needs an answer.

Gamification is more than PBL. Challenge, quests, social play and identity reach intrinsic motivation.

Would they choose it if they understood it? If not, it's a dark pattern.

05

Roll for
Reward

A dice game in four rounds. Each round adds a new kind of reward.

Set-up · 3 minutes

Tables of 4–5

Kit per table
  • Two six-sided dice in different colours: the main die and the modifier
  • One eight-sided die (no d8? roll a d6 and add 2)
  • About 15 duck tokens: counters, coins or paper squares
  • A score sheet and pen each
How a round works

Take turns clockwise. Everyone gets 5 turns in Rounds 1–2 and 6 turns in Rounds 3–4. Highest score at the table wins the round and gets a ★.

After every round

Rate it on your sheet, on your own: fun (1–7) and I wanted another turn (1–7).

Before Round 1: predict on your sheet which round you'll rate highest. Use your Hexad type from Week 1.

Rather not play? Be the table's scorekeeper and watch for the moments people get excited.

The design, read as a design

What each round adds

RoundAddsReward ideas from todayWatch for
1 FixedPoints for every rollShort-term · fixed · continuousFlat by the third turn?
2 VarietyTier-up, ± modifier, ducksRandom · tiered · collectible setCheering at the table
3 RiskPot, bust, bankAgency · risk vs reward · lossWho banks early, and why
4 SpotlightClass leaderboard, a winnerExtrinsic · social comparison · gloryDoes the ranking help, or kill, the fun?

Every round keeps the ★ milestone: the table winner after the last turn.

Round 1 · Fixed · 5 turns

Roll the main die. Score what you roll.

Rules
  • Roll the main die. Score what you roll.
  • 5 turns each, clockwise.
  • Highest at the table: ★
3:00 click to start
When you finish

Rate Round 1: fun (1–7) and wanted another turn (1–7).

Round 2 · Variety · 5 turns

Now what you roll decides what you get

1Tier up: no points, but the d8 is your main die for the rest of the round
2, 4Score it
3, 5Score it, then modifier: 4–6 add, 1–3 subtract
6Take a duck
7, 8d8 only: score it
4:00
Ducks at the end

4 each · 5 each if you have 3+. Nothing takes them away.

Then

Rate Round 2.

Round 3 · Risk · 6 turns

Round 2 rules, plus a pot you can lose

Round 2 rules, plus
  • Points go into your pot.
  • Roll a 1 on either main die: bust, lose the pot (and tier up).
  • Or, instead of rolling: bank the pot. Safe for good, but it uses your turn.
  • End: bank + pot + ducks. Ducks are always safe.
5:00
Then

Rate Round 3.

GDnD wiki · Risk/Reward
Round 4 · Spotlight · 6 turns

Same rules. Now the whole room is watching.

Round 3 rules, plus
  • Every score goes on the class leaderboard.
  • Top score in the room is the winner. Ties: a roll-off.
  • Does it feel different?
5:00
Then

Rate Round 4. Call out your ID and score.

    Scores appear here, highest first.

    That's the game.
    Thanks for playing.

    Leave the dice where they are.

    Debrief · 10 minutes

    Which round was most fun?

    1 Fixed
    0 2 Variety
    0 3 Risk
    0 4 Spotlight
    0
    Discuss
    • Was most fun also where you most wanted another turn?
    • Did the class ranking add fun, or pressure?
    • Why did ducks feel worth more than 4 points?
    • How did a bust feel, compared with a low roll?
    • Who banked early? Was it the right call?
    • Who kept rolling after we stopped?
    06

    Design task:
    your reward system

    From the activity sheet: analyse, design, pitch

    Part A · pairs · 10 minutes

    Fifteen mechanics, three each

    Pair n takes mechanics n, n + 5 and n + 10 from the sheet. For each one: a game that does it well, its rewards and loops, and who it's for.

    MechanicGameRewardsLoop · scheduleBartleHexad
    6 · Exploration & discoveryZelda: Breath of the Wild, Korok seeds"Yahaha!" + seed → Hestu expands your inventory (facility)Fast: find one in minutes. Slow: trade seeds. Variable: any rock might hide one.ExplorerFree Spirit

    Find all 900 and Hestu's final gift is… a golden poop. The finding was the reward all along.

    Parts B and C · groups of 3–4 · 25 minutes, then pitch

    Design a prototype around one mechanic

    1. One intrinsic reward: what feels good in itself
    2. One extrinsic reward: glory, sustenance, access or facility
    3. A fast loop and a slow loop that it feeds
    4. A named schedule: fixed or variable, ratio or interval
    1. One feedback moment, layered across at least two senses
    2. Who it's for: Bartle and Hexad types
    3. An ethics check: one dark pattern you could have used, and why you didn't
    Part C · pitch

    Three slides, three minutes: the game (mechanic, player fantasy, one-line pitch) · the loops (your diagram) · players & ethics (who it's for, the feedback moment, the dark pattern you refused).

    FAST · SECONDS comb the beach find → chime → carry craft a part better tool sail to new island new finds SLOW · HOURS
    Worked example · gathering & crafting

    Driftwood

    IntrinsicCuriosity about what the tide brings; mastering tide timing
    ExtrinsicTool tiers (facility), new islands (access), a collection log (glory)
    ScheduleCommon finds every pass (fixed); rare shells by variable ratio, odds shown
    FeedbackChime + sparkle + controller pulse; rare finds get their own sound
    PlayersExplorers, Achievers · Free Spirits
    EthicsTides run on game time, not real time: no "come back in 4 hours"
    Exit ticket

    “A reward system is fair when the player would still choose it if they knew ….”

    One sentence each, on the back of your score sheet.

    References

    Deci, E. L., Koestner, R. and Ryan, R. M. (1999) 'A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation', Psychological Bulletin, 125(6), pp. 627–668.

    Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011) 'From game design elements to gamefulness: defining "gamification"', Proceedings of MindTrek '11, pp. 9–15.

    Drummond, A. and Sauer, J. D. (2018) 'Video game loot boxes are psychologically akin to gambling', Nature Human Behaviour, 2(8), pp. 530–532.

    Ferster, C. B. and Skinner, B. F. (1957) Schedules of Reinforcement. New York: Appleton-Century-Crofts.

    Hallford, N. and Hallford, J. (2001) Swords and Circuitry: A Designer's Guide to Computer Role-Playing Games. Roseville, CA: Prima Tech.

    Jonasson, M. and Purho, P. (2012) 'Juice it or lose it' [conference talk]. Nordic Game 2012. Available at: https://www.youtube.com/watch?v=Fy0aCDmgnxg.

    Kahneman, D. and Tversky, A. (1979) 'Prospect theory: an analysis of decision under risk', Econometrica, 47(2), pp. 263–291.

    Lepper, M. R., Greene, D. and Nisbett, R. E. (1973) 'Undermining children's intrinsic interest with extrinsic reward', Journal of Personality and Social Psychology, 28(1), pp. 129–137.

    McGinnis, T., Bustard, D. W., Black, M. and Charles, D. (2008) 'Enhancing e-learning engagement using design patterns from computer games', Proceedings of the 1st International Conference on Advances in Computer-Human Interaction (ACHI 2008). doi:10.1109/ACHI.2008.43.

    Marczewski, A. (2015) Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design.

    Ryan, R. M. and Deci, E. L. (2000) 'Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being', American Psychologist, 55(1), pp. 68–78.

    Swink, S. (2009) Game Feel: A Game Designer's Guide to Virtual Sensation. Burlington, MA: Morgan Kaufmann.

    Werbach, K. and Hunter, D. (2012) For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.

    Zagal, J. P., Björk, S. and Lewis, C. (2013) 'Dark patterns in the design of games', Proceedings of Foundations of Digital Games 2013.

    Zendle, D. and Cairns, P. (2018) 'Video game loot boxes are linked to problem gambling: results of a large-scale survey', PLOS ONE, 13(11), e0206767.