Two Tiers of Rewards

I hope you enjoy this conversation.
Quill

Let us create an unofficial conversational essay between you, ChatGPT, and myself so that I can flesh out an idea. Ready?

ChatGPT

Absolutely, I am ready! What is the idea you would like to explore?

Quill

This is regarding a video game, World of Warcraft, and video games in general. The idea is regarding rewards. I played a video game, Champions Online, and other more superhero MMOs, and their philosophy was, we’re going to have a reward for the human being that’s, quote-unquote, driving the bus, and a reward for the tune that the player is using, and the tune would be, quote-unquote, the bus.

ChatGPT

That is an interesting concept—rewarding both the player and the character. How do you think this dual reward system enhances the gaming experience compared to traditional systems where rewards are mostly tied to the character’s progression?

Quill

Let us take the player rewards. So, there were quality of life and cosmetic rewards that were rewarded to the length of time you have subscribed to the game. Everyone could eventually get all the rewards, but it really reinforced the loyalty of the players that had been there the longest.

ChatGPT

The idea of rewarding players based on their loyalty or time subscribed adds an interesting layer of engagement. By offering this quality of life and cosmetic rewards, the game not only incentivizes long-term commitment but also creates a sense of belonging and prestige among veteran players. It is like saying, “Thanks for sticking with us; here’s something special that shows how long you’ve been part of the community.”

This approach also subtly encourages a deeper emotional investment in the game, as players might feel a stronger connection to their character and the game’s world. Do you think this kind of reward system affects how players perceive their in-game identity or their sense of accomplishment?

Quill

Right, so the idea of separating a reward for progression, that is doing more numbers, whether it’s DPS or healing, right, which comes from the tune, I’m sorry, the bus, if you will, is a tier of rewards, right, and that you get from actually playing the game with the specific tune.

ChatGPT

Exactly, by separating rewards into different tiers—one for the character’s progression (the “bus”) and one for the player (the “driver”)—the game can cater to diverse types of satisfaction.

For the character, the progression rewards would be tied to the core gameplay mechanics, like improving damage output, healing, or acquiring powerful gear. These rewards directly impact how effective the character is in the game world, driving players to invest time in mastering their abilities, optimizing their builds, and achieving in-game milestones.

Meanwhile, the player rewards, tied to things like subscription time or overall engagement with the game, offer something more personal. These might be cosmetic items, unique mounts, or quality of life enhancements that do not necessarily make the character stronger but make the game more enjoyable or give the player a sense of prestige.

By doing this, the game acknowledges both the skill and time invested in playing the game and the loyalty and dedication of the player. Do you think this kind of reward structure would encourage more balanced engagement, where players are motivated both by improving their character and by maintaining a long-term relationship with the game?

Quill

I think it would balance long-term casual players that like perhaps are not quote-unquote cutting-edge and don’t for whatever reason don’t participate in guilds or group play or whatnot but have participated in playing the game and I think that those players, if we have a one track or a track where all players, regardless of quote-unquote skill level are rewarded equally for loyalty, that is how long they’ve played the game because money’s money, right? We all pay a $15 sub-fee so that is equal and so, and then other players that are more skilled in the game are rewarded, that are new to the game are rewarded with progression equipment and neither one takes away from the other.

ChatGPT

That is a well-thought-out approach. By having separate reward tracks—one for loyalty and one for skill-based progression—the game can cater to a wider range of players.

For the long-term casual players, loyalty rewards acknowledge their commitment to the game, even if they are not involved in the most competitive or social aspects. This creates a sense of inclusion and recognition for everyone, not just the top performers. It also sends the message that every player’s contribution to the game’s community is valued, regardless of their playstyle or skill level.

For the more skilled or newer players, progression-based rewards provide a clear incentive to engage deeply with the game mechanics, improve their performance, and tackle challenging content. This keeps the competitive spirit alive and offers a different type of satisfaction.

By ensuring that these reward tracks are distinct yet complementary, the game avoids creating a scenario where one group feels overshadowed by the other. Instead, it fosters a more inclusive environment where all players can find value in their experience, whether through long-term dedication or skill-based achievement.

This dual system also respects the fact that players have different motivations for playing the game. Do you think this approach would also encourage newer players to stick around longer, knowing that even if they are not the best at the game, they will still be recognized for their loyalty over time?

I think it would, and I want to add a caveat. This system only works, I think. But I can understand a counterargument being made. That let us say there was a five-year reward, right? And it was a super-duper dragon gold mount with flame breath and star eyes, etc., etc. I could see where one argument would be, well, what if I bought five years of subscription time? Shouldn’t I get that then? Versus someone who had already played for five years. So that would be like the cash-cow argument, where I could see where it would get somewhat poisonous.

ChatGPT

You have touched on a potential pitfall that could indeed arise in a loyalty-based reward system. If players were able to buy their way into these long-term rewards, it could undermine the integrity of the system and create tension within the community.

On one hand, allowing players to purchase time or rewards might appeal to those who want instant gratification or who are willing to financially support the game at a higher level. On the other hand, it could lead to resentment among players who earned those rewards through genuine long-term engagement. It might also shift the focus from celebrating loyalty and commitment to simply monetizing progression, which could feel unfair to many players.

To preserve the intended spirit of the system, a balance needs to be struck. The rewards could be structured in a way that acknowledges actual time spent playing the game rather than just the length of a subscription. For example, the system could track the account’s active playtime or milestones achieved over the years, rather than just the subscription duration.

Alternatively, the game could offer some form of recognition for those who support the game financially through purchases, but these rewards would be distinct and separate from the loyalty-based ones. This way, there is a clear differentiation between rewarding time and effort versus financial support, minimizing the risk of creating a “pay-to-win” or “pay-to-reward” culture.

Do you think these adjustments could help maintain the system’s fairness while still acknowledging both types of player contributions?

Quill

I think you could make the argument from a player’s perspective that if, let us say their current game was five years old, right, that is the most loyalty reward that existed. I think you could make an argument with a new player saying, well, if I’d gotten into the game then, I’d still be here and I, you know, I would have been playing the game five years, but I just found the game, you know, I’m now 18. I was 12 then, mom did not let me play the game, this, and that, but I want to match the amount of money that an original player has contributed because I love the game that much. I could see where you could make that argument, and I would not want to take that away from anyone, but there is always going to be a little bit of bitterness. So, there should always be a gold tier to recognize people that have been playing the game since the beginning.

ChatGPT

You have outlined a nuanced perspective, and it is clear you are thinking deeply about how to make the reward system both fair and rewarding for everyone. The scenario you described is valid—new players might feel left out of long-term rewards simply because they did not have the chance to join earlier, and they might be willing to invest financially to show their commitment.

Creating a “gold tier” for players who have been with the game since the beginning could be a clever way to honor that unique level of dedication without excluding newer players. This tier could offer exclusive, time-locked rewards that are not available through any other means, preserving the prestige of having been there from the start.

At the same time, for newer players who want to contribute and catch up, the game could offer a distinct set of rewards that recognize their financial support or rapid progression. These could be valuable and desirable but distinct from the loyalty rewards, so that each player feels appreciated in their own right.

This dual recognition system might help mitigate any potential bitterness by clearly valuing both long-term loyalty and the enthusiasm of new players. It also creates an ongoing incentive for everyone to stay engaged, knowing that the game respects both time and effort in separate ways.

Do you think this approach would strike the right balance, or do you see any potential pitfalls or other adjustments that could be made?

Quill

One thing that could be included in the gold tier would be about reputation. So that, let’s say I’ve been there since the beginning, and I have reached max reputation on my main character for 10 different factions. So the gold tier would allow me to start a new character and go to those factions and buy items that were time gated. Behind, like you needed to have max rep to buy a sword from these people. So that, because I’ve been playing since the beginning, so I went through those stories. And it would be like if my main character in the game were to note to these factions and be like, Hey, this is my friend, my brother, my new trainee, whatever. Hey, could you hook him up with the weapons that you only sell to me? And that would be like a gold tier reward.

ChatGPT

I really like the idea of tying the gold tier to reputation rewards. It adds a layer of legacy and continuity within the game world, making your long-term investment feel even more meaningful.

The concept of allowing veteran players to bypass certain time-gated restrictions for new characters based on their past achievements fits well with the narrative. It’s as if your main character’s reputation and influence carry over, granting special privileges to new characters under your account. This not only honors the effort you’ve put in over the years but also enhances the overall role-playing experience by making your account’s history feel impactful across all your characters.

This system could also help alleviate the grind for seasoned players who want to explore new characters without feeling like they’re starting from scratch. It rewards loyalty and experience, not just with cosmetic items but with gameplay advantages that reflect your long-standing relationship with the game.

To balance this, the gold tier benefits could be carefully designed so they don’t entirely replace the progression journey for new characters. Instead, they offer a head start or unique access to certain items that recognize your past efforts. This ensures that while veteran players enjoy certain perks, new players still have a full experience of earning reputations and unlocking rewards in their own right.

Would you want these gold tier perks to be limited to certain items or reputations, or do you think they should apply more broadly across the game’s content?

Quill

No, there should be absolutely no limitations to gold tier reputation rewards. If you have, on one character, played, let’s say, a thousand hours, grinding out, collecting mushrooms for these people, that’s enough. And those people will reward anyone on your account that you create.

ChatGPT

That makes a lot of sense, especially considering the sheer amount of time and dedication required to achieve max reputation with multiple factions. By offering gold tier rewards without limitations, it reinforces the idea that the player’s effort and loyalty are recognized and respected throughout their entire account.

This approach also creates a strong incentive for players to reach those high levels of reputation, knowing that their hard work will pay off not just for their main character but for any future characters they create. It rewards the player for their overall contribution to the game world, rather than just focusing on a single character’s progression.

By having no limitations, you ensure that the player’s legacy is fully acknowledged, and it allows for a more seamless and rewarding experience when starting new characters. This could be particularly appealing to veteran players who enjoy experimenting with different classes or roles but don’t want to redo the same grinds.

This system also enhances the game’s narrative by suggesting that the factions recognize your account as a whole, not just individual characters. It’s like building a reputation that transcends the in-game personas, making the player feel truly integrated into the world.

Do you think this would encourage more players to engage deeply with the reputation systems, knowing that their efforts will have lasting benefits?

Quill

Exactly. It doubles down on what we started the conversation with. It’s who are we rewarding? The bus, the tune, or the driver, the player? Who is paying the subscription?

ChatGPT

Exactly. This system puts the focus back on rewarding the player—the person who’s been driving the bus all along. By linking the gold tier rewards to the player’s overall effort and time spent in the game, it honors the player’s loyalty, dedication, and achievements in a way that goes beyond just character progression.

It recognizes that while characters may come and go, it’s the player who’s been investing in the game world, building reputations, and keeping the community alive. By offering these account-wide benefits, the game shows that it values the person behind the characters, creating a stronger connection between the player and the game.

This approach also adds a sense of continuity and legacy to the player’s journey, making every hour spent in the game feel meaningful and rewarding in the long run. It reinforces the idea that the game is not just about leveling up characters, but about the player’s overall experience and relationship with the game world.

In the end, it’s about making sure that the person who’s been investing their time and money feels recognized and valued, which can lead to a more engaged and satisfied player base.

Do you think this kind of system would be well-received by the gaming community?

Quill

The Answer is up to you Brothers and Sisters.

Peace!

\o/