Rewards, Economy and Monetisation Pt 4
Season Pass Levels
We make it to the conclusion on the general rewards for the Player, as the Season Pass is intertwined with a general levelling up system, the players will get rewards each time they level up or at least for the people that purchased the whole season pass, but how do we determine these levels.
I came up with the concept of it being in certain bands based on the level. so if the player would reach the intended number of EXP they would move up a level, but they would also stay in the band, so for example, if the Player starts off at Level 1 and in order to achieve a level up all they need to do is get 1000 EXP, then they reach Level 2, claim the reward and continue, but the number they have to achieve to get to Level 3 is still the same, so once to achieve Level 3 they just need another 1000 EXP etc.
As a new player, they will get this sense of achievement at the beginning collecting loads of customisable items and other things that will make them feel somewhat accomplished with the game, however these bands do change the amount and they should become progressively harder to achieve these levels. Although even with this approach there is another incentive with the medal system so it doesn’t seem like such a long progression and even so when the player achieves based on skill there is that nice extra personal incentive.
Seasonal Content
Now with the seasonal content, I already said that it would separate to the EXP but also in a sense a different type of progression bar, in terms of how it would be implemented, it will be technically a random range between points. Now hold on, let me cook…..
These points will have been accumulated at the end of the game, the winning team would get a random range between 50-100 points whilst the losing team will get a random points between 10-30 which is somewhat fair at least players would earn something in regards to their effort when the playing the game, in terms of what they will earn in the game it goes as follows:
The maximum amount that a player will earn for the season would be 2500 points and once earned cannot be exceeded, but in terms of what they earn will go in a certain pattern and that’s it, until it’s changed. The maximum amount would be surplus to change depending on tests
Challenges
Now in regards to the challenges, like I stated earlier this should be one of the only methods the player can earn currency, at least in regards to the player actually playing the game. So how did I set this up
Well the I separated them into separate challenges, ones that are easy and ones that are hard, so for when the player is playing they can also consider doing certain tasks to get that bigger reward, but the types of challenges that need to be defined are the daily ones, which I managed to do. Regarding the amount of challenges that need to be conducted should be around 6 challenges and they refresh every 24 hours, and end up being different challenges. The player will get 4 Easy challenges and 2 Hard ones to complete daily. In terms of what the player earns from achieving these rewards are as follows:
Easy Challenges - These challenges are extremely easy for the player to achieve and they almost feel like an extension of the game, where the player will play and be like “oh, nice” but also being aware of what they need to do, these offer the player 50 Galactic Credits and 50 EXP.
Hard Challenges - These are also fairly easy to complete, however, they require the player to be repeat certain tasks more than often would during general gameplay, so the player makes a conscious decision to do these tasks and earn more from it. These offer 75 Galactic Credits and 100 EXP.
Mathematically speaking the player would earn around 500 Galactic Credits every day, so this is a good level to understand the threshold of what should be charged for the cosmetic items in the store.