To talk about the original post (because that was what interested me to begin with):
Engaging With The Narrative
Players who engage with my narrative will be rewarded with more power. The game is constructed like a traditional "open world" style RPG (it's a limited open world, but it still qualifies). Levels do not grant power, but completing quests does. Go ahead and grind levels if you want, it isn't going to make you (immediately) more powerful.
Felling Enemies
I wasn't sure what to title this. Instead of levels rewarding power, the levels reward "unlocks" of a sort. Basically, they are meant to "feed" the player back into exploring the maps. Every level can unlock a quest, a shortcut around the map, a new feature in the map (like a shop), or other things. This is to promote the players taking a stroll back around the familiar map to "see what's changed" each time they level up.
Player Choice
Every choice actually matters. If you are asked to make a choice, then which option you pick will matter. This isn't a "different variation on the same outcome" type choice. This extends even to equipment. If you equip plate armor, you will be very weak to magic attacks of all kinds. If you equip chainmail armor, you will be weak to bashing attacks. If you equip a Battle Axe, you will find you miss hits more often, despite the massive increase in damage. It extends into skills. Each skill will "Level Up" upon completion of specific quests. You are given a choice between two options that split the skill into a specialization of some kind. This choice affects how you will use that skill in the future. It isn't reversable, but both choices are powerful in their own ways. If a quest asks you to make a choice, it can affect not just the rewards, but what quests are available or how those new quests might play out. If you eliminate a bunch of bandits, you might find a town a little further on completely slaughtered as "revenge" for what you did to those bandits. But, if you had simply apprehended the bandits or reported their hide out locations to the local guards, then maybe there's no reprisals like that on the future towns. Likewise, each main story quest involves the player making a choice and that choice affects the story the player is given (sort of like a Choose Your Own Adventure book).
Visiting Inns
Each time the player stays at an Inn, there's a chance for new dialogue and quests to pop up from party members. Some of these are gated behind progression (levels, quests completed, party members with you, story amount complete), but they're a side detour and reward for actually returning to town and utilizing the Inn.
Combat Tactics
The baseline design of combat is "4 actions to kill any new enemy encountered, 1 to kill enemies you have figured out how to defeat". It is nearly impossible for this to hold true for every enemy, but it is the "general rule". The player is rewarded for engaging in tactical behavior. Figuring out the enemy's weaknesses. Watching what the enemies do as a strategy. Coming up with their own strategies is also rewarded. Inflicting states on enemies is rewarded by making combat a lot easier. Memorizing "Enemy Archetypes" and their weaknesses as well. Even which equipment the player is utilizing is a combat tactic.
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Now to speak on the larger topic at hand of "rewarding players like it's a mobile game".
Is it weird that I don't really engage with such systems? I find them sort of cumbersome, onerous, and "not worth the login".
See, I sort of got over the "FOMO" that a lot of these games engage in just from... well... growing up. I am most certainly going to miss out on things. Things I wish I had. Things I want in the game.
The problem for me always lies in, "Will I be playing this game next week?" for whether or not I engage in the behavior. I might not feel like playing the game next week. The reward isn't even worth the time to remember to log in. Especially when I'm playing like 50 other games with this silly "login reward" nonsense. Oh, 50 gems that I can't spend until I have 2,000 Gems for something truly useful? Thanks, no thanks. I'm not logging in every single day for 40 weeks for that. I'm just not. I just do not care enough.
Seriously, I play a game called "Legends of Idleon". it's an idle MMO thing. It's... not great. But, I enjoy the concept of the game enough to log in from time to time. It's about 20-50 minutes of gameplay on each login. Most of it just running around the map to grab my rewards and drop them into my bank. It has a "login reward" thing. Log in, complete the daily quests, get "Guild Points", which you can use to "buy power". Except... the amounts are so miniscule that it isn't worth it to engage with the system unless you've got a massive Guild that everyone is doing it on. You get like 10 points per daily. 20 or 30 per weekly. 5 Dailies, 5 Weeklies. There's also the "Daily Task" you can complete to "earn ribbons and points", which you use to buy "world features" and "recipe unlocks". But, the amounts are so miniscule for the daily, that they aren't worth completing either.
There are also other things that "reset daily" in the game. There's like a pachinko ball thing you claim the balls and spend each day. Get 1 ball every hour or something. There's a cap on it. 40, I think? There's the "mailbox quests" too. New ones each day. You get rewards for completing these on "streaks". There's also the skills that "cap out" when left too long and you won't gain any more experience in them as a result of that cap, so you need to periodically "return" to claim the levels.
But, you know what?
I play maybe once a week. Maybe once every two weeks. Or just... once a month. The leveling process is so slow and it is the primary factor gating progression. I mean, we're talking 200 XP a kill in World 2, and you being at Level 60 and requiring 5 million XP go get to Level 61. If you make a kill every 20 seconds... you're going to be here a while.
The dailies do nothing to bring me back. Especially since the "doing nothing" portion of the game isn't that fun or compelling. I like logging in to see "you gained a level! Here's all the stuff you farmed for the last week!" and then I deposit it, set up my next farming expedition and promptly forget about the game again.
Actually, let's use a better example here.
You know what the straw that broke the camels back for me was on the FOMO features?
Warframe.
Look, I love Warframe. It is very fun. Progression feels good most of the time. But, it is STEEPED in these FOMO features and it drives me crazy.
You log in and the reward is wortheless, except on SPECIFIC numbers of "days logged in". Where, you're given something pretty amazing. Usually a reward you can get nowhere else. To entice you to log in every day. To get power. Tangible power that can be used. Very powerful, power.
Oh, and they have very powerful Frames! Or weapons! "Primed" ones! But, they're on a weird rotating schedule that they don't announce, advertise, and make farming for quite difficult. To entice you into the shop... or to make you log in every day to grind the stuff you need to obtain them. What Prime Frame is going to appear next? Who knows! Which weapons? WHO KNOWS! Gotta wait until they announce that this event is ending and they're Vaulting the Primes again and then for maybe months to go by before the new stuff suddenly shows up on the store! It's a surprise what is available!
Oh, and then there's the "Daily Quests" with decent rewards behind them... Gotta log in every day to do those tedious tasks! Kill 50 enemies by sliding and shooting them (something I don't do unless the game asks me because it's just not fun to do this crap)! Kill 30 Moa enemies! Complete a Heist thing without setting off an alarm! Meh. Yawnsville.
This is to say nothing of the "Rep Grinds".
And the worst offender? The absolute WORST one?
There were two limited items that were only ever released to "early adopters" of the game. If you didn't donate when the game was new and needed funds, you couldn't get them. Not bad on its face.
They're not cosmetic.
Progression is tied to these items. That is... one of the primary game systems is "leveling up equipment". Each piece of equipment you level up, grants you progress toward your next overall rank. Overall rank exists to essentially lock off certain things to the players and to show "how much of the game" you have completed. That is... how many pieces of equipment you have "maxed out".
The sword and the armor are tied into this progression.
Are they necessary to reach maximum current level? No.
But, for me, they're still a problem.
When I play games, I tend to be a "collectionist". Or, a "completionist" if you prefer. If I can hoard the item somewhere, I will do so. It is proof to myself or to my friends that I have done the thing and have the thing and it's cool. It is proof I have done everything the game has on offer.
There is a weapon and a piece of armor in the game that are tied into the progression system... and I can't get them.
Ever.
My progression meter will never be as full as players who have these items. They will gain levels before me, because they have these items completed that I can't obtain.
Why don't I have them?
I didn't know Warframe existed until after it had basically made it's first "full release". So, I missed out on these items.
More fun than that?
Even if I had known, they were only giving these items to players who donated like $100 or more. At the time the campaign ran, there was no way I could've swung $100 of any kind at a game, even if I had wanted to. I had to borrow $70 to pay a "late notice" on an electric bill from my mom at the time because my Landlord was basically ripping me off and the city wasn't applying my payments correctly or on time.
Oh yes, Warframe, please ignore that I've probably spend at least $800 on your game since then just because I was having fun and wanted to skip the grind on some of the cool stuff (because I work a job and don't have time for that grind, nor is the unfun I'm having to grind for worth the reward). Nope, that's not important at all.
I'm forever locked out of a couple items that I'd dearly like to have for no other reason than it tickles my Dragon Brain in wanting to hoard everything.
Seriously, I quit playing Animal Crossing for this crap. I quit playing Animal Crossing for not letting me collect everything and limiting my inventory space. What is the point of all the furniture and crap if I can't display it all? Or store it all?
WHAT IS THE POINT OF A COLLECTION OF ITEMS IF I CANNOT COLLECT THEM!?
So, no. I universally tend to just say "F login mechanics" in any game. If your game is fun, I'll play it. If I can buy stuff in your shop that I think would be cool to have, that's how you'll get your money from me. I'm not doing these stupid "addiction" tactics that extort my time through FOMO.
FOMO can eat excrement.
At this point, I'd be happier if you just put your FOMO crap on the store as a permanent purchase so if I want it and care enough about your game to get it, I can just buy it and be done.
Don't mess with completionists and collectionists. FOMO is the quickest way to get us to quit playing your game. After all, if we accidently miss one of your events that will never happen again with a reward we can never obtain again... We're going to be playing a game we can never complete. So... if we can't complete it... why keep playing?
Also, I'm a limited time only completionist. I don't have a lot of time on my hands to play games. So, if I choose to spend time in your game, it needs to reward me. None of this "log in for 30 days!" crap. None of this "log in every day this week!" crap. Reward me for COMING BACK to your game.
"Oh, you haven't logged in for 287 days! Here's an amazing reward that will hopefully change your mind about coming back tomorrow to continue playing!".
There is nothing more disheartening than "First day you logged in this week, have 20 of the standard currency!" crap. Yeah, your stinginess is why I haven't been back in 287 days. I just wanted to play for 5 minutes. This feels patronizing rather than rewarding.