Penalty vs. Reward

People often talk about balancing risk and reward. If a player is taking risks, they should be rewarded significantly. If a player isn’t taking risks they should be rewarded insignificantly. Most of us can agree with that — but have we agreed about it on a more fundamental level? What is risk? What is reward? And, are risk and reward opposite sides of the same coin?

Reward, I would argue, is one side on the Risk scale. The opposite side on the Risk scale is Penalty. In order for a reward to feel rewarding, there has to be penalty. In order for penalty to feel punishing, there has to be reward.

The greater the gap between the reward and the penalty (or each vs. the baseline), the more impact it will have on a player. But it has to work both ways. You want reward and penalty to be perfectly balanced as the baseline, with reward greatly outweighing penalty when a player is being rewarded, and penalty greatly outweighing reward when a player is being punished.

Many games have taken half that approach and run with it: the baseline is “meh” (that’s a real word now) and the reward is great. But, the penalty is usually pretty “meh” as well. So, the impact of the reward is diminished and the penalty for failure is nearly absent (both because the gap between reward and penalty is reduced and the gap between baseline and penalty is reduced).

Let’s use the easy example of death: Death (failure) must be a punishment for survival (success) to be rewarding. If you overcome a difficult battle and death is a minor penalty, the elation you’ll feel when triumphing will be moderate. If you overcome a difficult battle and death is a major penalty, the elation you’ll feel when triumphing will be extreme.

But, failing (dying) follows Newton’s Third Law of Motion — there is an equal and opposite reaction for players when they die. If death is a minor penalty, players will feel the failure, but it will only be moderate. If death is a major penalty, players will feel the failure, and it will be extreme.

What designers have realized is that it’s safer to just reduce the gap between penalty and reward. Players will have lower highs (reduced feeling of reward for success), but they’ll also have higher lows (reduced feeling of penalty for failure).

In games like EverQuest that had a large gap between penalty and reward, you did get an incredible sense of accomplishment at times, but you also got an incredible sense of failure at other times.

Those failures drive many people to quit in part, I believe, because people psychologically focus on all the negatives at once when they are being punished for one failure. Meaning, when I lose all my gear, I think back to all the other things that pissed me off in the past. Those mount up and enhance the desire to quit.

On the opposite end of the spectrum, people don’t psychologically focus on all of the positives at once when they are being rewarded for one success. Meaning, when I kill the uber dragon and get a great item, I don’t think back to all the other times I was happy in the past.

Yes, I’m saying that people are pessimists. Designers have learned to design around the tendency for players to focus on negatives more than positives by making both less significant. There is a smaller gap between reward and penalty. We’ve tried to increase the gap between reward and baseline, and reduce the gap between penalty and baseline, but that’s just introduced its own set of problems (because penalty must be far away from baseline for it to be a penalty, but it’s not).

My solution? Rewire humans! Ah, I wish. No, there is no perfect solution. I believe, however, that we can increase the gap between penalty and reward a bit more if we focus less on the instant (risk) and take a wider interpretation of penalty and reward. I prefer effort rather than just risk.

Effort vs. Reward: Players are rewarded equivalently for equivalent effort. Effort can be described with, at the very least, risk and time. So, a solo player who puts in many hours of time can be equivalently rewarded when compared with a raider who puts in a couple hours of risk. It’s all effort to me, and it deserves to be rewarded.

If we reward players more for effort instead of just risk, the instant penalty can be greater, while over time they can still achieve the same, greater reward. How? Let’s see if it works for item rewards.

There’s a boss mob named Blackguard the Bard on a sweet pirate ship in Yarr Harbor. He has a crew of pirates with him and hangs out in his cabin all day. His greatest enemy is Moorgard the Monk, leader of a dojo of ninjas.

For every pirate you kill, you get faction with the ninjas and a few pirate doubloons. The greater the challenge, the more faction you get, and the more doubloons you get. If you manage to kill Blackguard the Bard (success), you also get some awesome pirate-themed loot.

But, let’s assume you never manage to kill Blackguard the Bard even though you’ve tried a dozen times. Over the course of those dozen tries, you’ve been getting pirate doubloons and ninja faction for killing pirates.

When you are friendly enough (i.e. have enough faction) with the ninja dojo, Moorgard the Monk himself will speak with you. And, you can give him doubloons for some awesome ninja-themed loot for all the effort you’ve put into killing his enemies. Some of this gear is just as good as what you’d get for killing Blackguard the Bard.

So, in this example you are rewarded greatly for successfully overcoming a risk (killing the boss) and you are rewarded greatly for effort over time (killing lots of pirates). The punishment for failure, I’d contest, could be greater here than in most current games because there is eventual reward even with repeated failures.

Okay, this has become far too long of a post and I’ve probably lost the attention of all readers with my rambling, so let’s summarize:

In order for success to feel rewarding, failure must be punishing. In order for failure to feel punishing, success must be rewarding. The greater the gap between the penalty and reward, the more impact each will have. The highs will be higher and the lows will be lower. And, there must be a gap between penalty vs. the baseline and reward vs. the baseline for each to have significant impact.

Having a large gap between penalty and reward can be risky and eventually unhealthy for your game in the long term. But, if you reward players more for effort (long term) instead of just risk (short term), you can maintain a fairly large gap between penalty and reward because players will know that they can achieve what they are after in the long run.

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