User:Cryptospordium-137/sandbox

= Rewards in Games =

Intrinsic Rewards
Intrinsic rewards are earned from the bliss and sense of achievement that players feel simply by playing the game, without an ulterior motive. Ideally, all games should have intrinsic value, however some fail to award as such. Fundamentally, the sense of reward is subjective to the individual and the type of game that is being played. Venturing through a game, as if you were the character you are playing as, whilst experiencing all of the narrative, choosing the best dialogue choice for the best outcome of the story, battling through hordes of enemies in exciting combat for the thrill of it and exploring the imaginative world that has been created for the player, are all intrinsic rewards. If the activity, boss fight, challenge or exploration of the world is intrinsically engaging, then the reward of doing that is within itself. Essentially, completing parts of the game, as your solemn desire, whilst exploring all it has to offer, such as cutscenes, new levels and furthering the story, all flood gamers minds with a warm, intrinsic value.

Extrinsic Rewards
Extrinsic rewards are those in which are earned by players with a secondary goal in mind. They have a more physical yet tangible offset. Taking part in combat, side quests, collecting treasures, defeating certain enemies or levels, just for the outcome of the reward…a level 33 scythe, for example are all extrinsic motivations. If you are a trophy collector (Playstation, Sony) or an achievement hunter (Xbox, Microsoft), then everything the player does to achieve those in-game, are all for an extrinsic purposes

Involving yourself with repetitive tides of combat, in games such as Devil May Cry 5 (Capcom, 2019), to collect more loot has extrinsic motivation. Collectables, for most players are a strong sign of extrinsic rewards as most players do not like sweeping collectables, as they find it tedious and takes away their experience of the game, like collecting flags in Assassins Creed (Ubisoft, 2007). Loot crates have the most hideous digital extrinsic reward system for any breed of gamer. Players are put through hours of tedious tasks and challenges to unlock new cosmetic or progressive customisation. ‘Gambling’ becomes a negative part of unlocking these rewards - requiring real money to be spent in exchange for digital currency to be spent on more loot crates. Star Wars Battlefront II (EA, 2017) is a good example of this.Bonus features, which could contain anything from unseen concept art, cinematics and cutscenes, to fun cheats, require players to complete external challenges. Easter eggs are suited to the explorer type of player. They usually pay respects to older or unreleased games In the franchise. In Hitman: World of Assassination (Io-Interactive), there are figurines of the Mini Ninjas (Io-Interactive) characters spread throughout various levels in the game. The Dying Light easter egg where you are able to find the ‘EXPcalibur yields a physical advantage as players are able to use the over-powered weapon in-game to annihilate their enemies.

Hearts, Clubs, Diamonds, Spades
Richard Bartle and his GNS theory explains the four distinct types of gamers. Each type falls under an intrinsic or extrinsic value. However, many gamers can fall under more than just one category, as such that each type of gamer can yield a hybrid intrinsic or extrinsic motivation.

Socialiser
Socialisers get their sense of reward by playing from a social status. Predominantly Intrinsic. The intrinsic value comes from them socialising and playing with their friends. It doesn’t matter how the game plays out; their happiness comes from how they play.

Killer
The killer type accomplishes every sense of pleasure through simply killing, even belittling other players. This is an intrinsic dominant motivation.

Achiever
Achievers can carry either extrinsic or intrinsic status. Their aim is to simply ‘achieve’. Either in completing the game, its tedious side quests, or collectibles.

Explorer
Explorers are always seeking an intrinsic feeling whilst playing. They get their sense of reward from exploring the substance of the world before them. Finding hidden places, rare enemy types, … ultimately, they are venturing throughout the world the developer has created for them, for a greater sense of immersion, with no ulterior motive, other than to appreciate the deep, appealing substance of the world put in front of them.

Genre
The genre of the game can define the type of reward system and gamer. Most games, despite its genre are online and can fall under several genres, types of gamer and intrinsic or extrinsic rewards. Single player games are a lot more simplified and easier to depict.

Battle Royale
Games such as Apex Legends and Fortnite evolve around very competitive gameplay, whilst fun, many gamers want to be the best, on top of the food chain

Games such as Apex Legends and Fortnite evolve around competitive gameplay, whilst fun, many gamers want to be the best.in.

FPS
The rewards within FPS’ come with the gameplay, story and challenges throughout the game.

MMO
Massive Multiplayer Online, games such as World of Warcraft, can have each and every type of player dynamic. Extrinsic motivation when it comes to unlockable and intrinsic when it comes to socialising, killing, exploring, and achieving.

RPG
Undoubtedly, open-world RPG games such as Fallout 3 (Bethesda, 2008) Saints Row 2 (Volition, 2008) and Red Dead Redemption 2 (Rockstar Games, 2018) offer the most appealing and rewarding rewards for players. The immersion players feel, the connection they make with the characters and the story, this makes players want to explore every aspect of the game and attain as many rewards, information, bonus features as possible.

Statistics
14.81% defeated the Ultor Corporation epilogue in Saints Row 2.

18.72% finished the last mission. Sunset overdrive

41.7% of gamers unlocked the achievement for finishing DNA sequence 14 in Assassin's Creed II, which is the last mission for Ezio.