Chapter 12 Exercises: Motivation and Reward
These exercises build practical competence in reward design. Some are analytical --- dissecting existing games to identify the reinforcement structures at work. Some are constructive --- implementing systems in your project or designing new ones from scratch. Some are reflective --- confronting your own relationship with the reward structures you experience as a player.
Do at least six of the twelve. Attempt at least one from each category (analysis, implementation, design, reflection). The most valuable exercises for your growth are usually the ones that sound least appealing.
Exercise 1: Reward Schedule Archaeology (Analysis)
Choose three games you have played extensively --- ideally one that you consider masterful, one that you consider good-but-flawed, and one that you consider manipulative. For each game:
- Identify every reward system you can remember (XP, gear, currency, achievements, daily logins, battle passes, etc.).
- For each reward system, classify its primary reinforcement schedule (fixed-ratio, variable-ratio, fixed-interval, variable-interval).
- For each reward system, identify whether it primarily targets intrinsic or extrinsic motivation, and whether it supports or undermines the core play.
Write a brief analysis (500-800 words) comparing the three games. What patterns emerge? Which reward schedules correlate with your assessment of quality? Did the manipulative game have more variable-ratio schedules, more loss-aversion mechanics, or more fixed-interval hooks than the others?
The point of this exercise is to build the vocabulary for recognizing these patterns in real games. Once you can name them, you cannot un-see them.
Exercise 2: The Overjustification Audit (Analysis)
Pick one game that you genuinely enjoy. Now play it for a session (at least 30 minutes) while keeping a running log of every extrinsic reward you receive --- every XP notification, every item drop, every achievement pop-up, every level-up, every currency increase.
After the session, answer honestly:
- How many of those rewards did you actively want?
- How many did you barely notice?
- How many interrupted your experience of the game's core mechanics or narrative?
- If all those rewards had been stripped away, how would your experience have changed?
Write a short reflection (300-500 words) on whether the game's reward systems were enhancing your intrinsic enjoyment or substituting for it. Was the overjustification effect operating on you? How would you know?
Exercise 3: Implement the XP System (Implementation)
Implement the XPSystem.gd described in Section 12.8 as an autoload singleton in your project.
- Create the script file and configure it as an autoload.
- Add
XPSystem.gain_xp(amount)calls to your enemy death handler, pickup collection handler, and any other reward points. - Create a UI element (a simple bar with a level number) that displays the current level and XP progress.
- Connect the
xp_gainedandlevel_upsignals to the UI so the bar animates and the level-up triggers a visible/audible celebration.
Extension: Make the level-up feedback feel earned. Add at least three layers of feedback --- visual (particle burst, screen flash), audio (a distinctive chord), and tactile (brief hit-stop or screen shake). Compare the feel before and after this feedback layer.
Exercise 4: Implement the Achievement System (Implementation)
Implement the AchievementSystem.gd described in Section 12.8 as an autoload singleton.
- Define at least 8 achievements that reward meaningful actions in your game. Avoid grind achievements (kill X things). Prefer accomplishments (complete level without damage, discover hidden area, defeat boss using only a specific weapon).
- Add
AchievementSystem.track()calls at the appropriate points in your code. - Build a simple notification UI that slides in from a corner when achievements unlock, displays for about three seconds, and slides out.
- Build an achievements viewer screen that shows the full list with locked/unlocked status.
Test: Have a friend or classmate play your game and see which achievements they unlock naturally. Do the achievements align with the play styles you wanted to encourage? If no one unlocks a particular achievement, does that achievement represent something worth encouraging?
Exercise 5: Mobile Game Dark Pattern Audit (Analysis)
Install one free-to-play mobile game that you have never played before. Any popular gacha, strategy, or puzzle game will work. Play it for exactly two sessions (about 30 minutes each, spaced at least one day apart).
Document every instance of the following dark patterns:
- FOMO triggers: Countdown timers, limited events, exclusive offers
- Daily login streak pressure: Streak counters, streak rewards, streak resets
- Energy/stamina systems: Play limits, timer-gated actions, payment bypasses
- Variable-ratio monetization: Loot boxes, gacha pulls, random rewards for real money
- Artificial social pressure: Leaderboards, clan pressure, public completion displays
- Sunk cost reinforcement: Reminders of time/money invested, punishment for skipping
For each instance, note: 1. What the mechanic does 2. What psychological principle it exploits (loss aversion, Zeigarnik effect, variable-ratio reinforcement, etc.) 3. How it would feel to a new player vs. a player 100 hours in
Write a brief report (600-900 words) describing the most aggressive pattern you encountered. Would you design such a system yourself? What pressures might lead a designer to build it?
Uninstall the game when you are done. Notice how hard or easy it feels to uninstall. That feeling is data.
Exercise 6: Design an Ethical Reward Schedule (Design)
Design, on paper, a complete reward system for a hypothetical single-player action-adventure game (imagine a game similar to Hollow Knight or Dead Cells). Your goals:
- Keep the player engaged across 20-30 hours of play.
- Use reinforcement schedules appropriately --- include at least one fixed-ratio, one variable-ratio, one fixed-interval, and one variable-interval element, but deploy each where it fits.
- Support intrinsic motivation through autonomy, competence, and relatedness where relevant.
- Avoid dark patterns entirely.
Deliverables: - A one-page diagram of your reward systems showing how they connect - A 400-600 word design rationale explaining each choice - An explicit list of the dark patterns you considered and rejected, with your reasoning
The point is not to produce a perfect design. The point is to make your choices explicit. Most harmful reward systems are harmful because the designer never consciously chose them --- they inherited the patterns from other games without interrogating them. You are interrogating them.
Exercise 7: The Stripped-Down Playtest (Reflection)
Play your own current project for at least one full session (30+ minutes) with one constraint: remove or ignore every reward notification, every XP gain, every achievement pop-up, every progress indicator you can. If your UI makes this impossible, temporarily disable the UI code.
Play purely for the moment-to-moment interaction. No progression to chase. No rewards to seek. Just the mechanics and the world you have built.
Answer honestly:
- Was the experience still engaging?
- What made it engaging, or what made it boring?
- Which of your current systems would you keep even if the rewards were permanently stripped out?
- Which of your current systems exist primarily to give players something to chase?
Write a 300-500 word reflection on what this exercise revealed about your game's core engagement loop. If the stripped-down version was boring, your rewards are covering for weak mechanics --- and that is important information.
Exercise 8: The Slot Machine Redesign (Design)
Your challenge: take the mechanical structure of a slot machine --- pull a lever, receive a random reward --- and redesign it so it produces engagement without producing compulsion.
Constraints: - The random reward element must remain. - The core interaction should take 1-5 seconds. - The player should want to pull again, but should feel free to stop anytime.
Brainstorm at least three variations. For each: 1. Describe the full interaction loop 2. Identify the reinforcement schedule at work 3. Explain what prevents it from becoming compulsive 4. Suggest what game genre or context this variation would fit
Example starter: A Zelda-style grass-cutting system where cutting grass has a small chance of yielding rupees. The randomness is real, but the action is quick, the reward is small, the alternative activities are compelling, and the grass respawns slowly enough to prevent grinding.
Exercise 9: Tuning Your Leveling Curve (Implementation)
Using your implementation from Exercise 3, experiment with the CURVE_EXPONENT value in your XP system.
- Play through the first 30 minutes of your game with the exponent set to 1.2 (shallow curve, fast leveling).
- Repeat with exponent 1.5 (moderate).
- Repeat with exponent 2.0 (steep curve, slow leveling).
For each playthrough, note: - How often did level-ups occur? - Did level-ups feel earned or trivial? - Did you find yourself grinding for the next level, or did level-ups happen organically? - Did the curve support or conflict with your intended play pace?
Write a brief analysis (200-400 words) recommending a final value and justifying the choice.
Exercise 10: The Daily Login Redesign (Design)
Daily login bonuses are a dominant pattern in live-service games. Most are exploitative. Design an alternative.
Your challenge: create a "daily login" system for a hypothetical online game that: 1. Gives returning players something satisfying 2. Does NOT punish players for missing days (no streaks that reset) 3. Does NOT create FOMO around time-limited content 4. Does NOT use loss aversion as its primary motivator
What can you offer returning players that is genuinely a gift rather than a carrot-on-a-stick?
Deliverable: a design doc (300-500 words) describing the system, with specific rewards, cadence, and rationale. Explain what you gave up in rejecting the standard daily-login pattern and what you gained.
Exercise 11: The Zeigarnik Audit (Analysis)
Look at your own life (not just your games) for the next 24 hours. Note every instance where an incomplete task is creating cognitive tension:
- Notifications waiting on your phone
- Tabs open in your browser
- Progress bars you are aware of (downloading files, completing a course, achievement trackers)
- Email inboxes
- Open projects at work
- Unread messages
Which of these tensions were created deliberately by a designer? Which were you drawn into? Which are you glad exist (they remind you of real commitments), and which are you annoyed by (they are synthetic pressures)?
Write a 300-500 word reflection. The goal is to develop a sensitivity to when the Zeigarnik effect is being deployed on you, so you can deploy it (or refuse to deploy it) with intention in your own designs.
Exercise 12: The Ethical Commitment (Reflection)
Write, in your own words, a personal design ethics statement for reward systems. What patterns will you use? What patterns will you refuse? Where is your personal line?
This is not a theoretical exercise. You will be asked, in your design career, to build systems that feel wrong to you. Having this statement written --- and rereading it before making those decisions --- will help you notice when you are being pressured to cross your own line.
Your statement should include: 1. What reward patterns you consider clearly ethical and will use freely 2. What reward patterns you consider context-dependent and will use only under specific conditions (specify the conditions) 3. What reward patterns you consider harmful and will refuse to build, even under professional pressure
Keep this document. Revisit it in a year. See whether your lines have shifted, and why.
Reflection Questions
After completing your chosen exercises, consider:
- Did any of these exercises change how you experience the games you play in your leisure time?
- Which reward patterns, now that you can name them, feel different when you encounter them?
- Has your view of your own project's reward systems changed? What will you adjust?
- Where do you see the line between engaging and exploitative design? Has that line moved during this chapter?
The goal is not to become paranoid about rewards. The goal is to become conscious of them --- yours and others'. A designer who can recognize these patterns at work can choose, deliberately, which to use and which to reject. A designer who cannot recognize them is shaped by them, often without realizing.
Welcome to consciousness. It is uncomfortable, but it is where design becomes craft.