01 / 01 Reward Schedules
Reward Schedules the engine
Definition
The timing and delivery of rewards. Three parts: contingency, response, reinforcer.
Example
A level up for ten orcs. A cleared row in Tetris. Ripe crops in Farmville.
Reference deck
2026
Compiled by
Niklaus Gerber
Scope
Forty seven mechanics, six chapters. What they do, when they work, where they break.
Use
A working vocabulary for designing behaviour, not a catalogue of tricks.
Contents
Premise
Points, badges and levels are the surface. What changes behaviour is the timing, the visibility and the conditions attached to them. The same reward on a different schedule produces a different person.
Chapter 01 / The engine
01 / 01 Reward Schedules
Definition
The timing and delivery of rewards. Three parts: contingency, response, reinforcer.
Example
A level up for ten orcs. A cleared row in Tetris. Ripe crops in Farmville.
01 / 02 Reward Schedules
Definition
The problem the player has to overcome. First part of a reward schedule.
Example
Ten orcs block the path.
01 / 03 Reward Schedules
Definition
The action expected from the player. Second part of a reward schedule.
Example
The player kills the ten orcs.
01 / 04 Reward Schedules
Definition
The reward delivered once the expected action is done. Third part of a reward schedule.
Example
The level up after the tenth orc.
01 / 05 Reward Schedules
Definition
Rewards delivered after a period of time. Two variants: fixed and variable.
Example
Wait n minutes, collect rent.
01 / 06 Reward Schedules
Definition
A reward after a fixed period. Engagement drops right after each reward and climbs again as the next one approaches.
Example
Wait thirty minutes. The crops are ready.
01 / 07 Reward Schedules
Definition
A reward after a roughly consistent period. Steady activity, no burst and no crash, because a reward could land at any moment.
Example
A new weapon appears about every thirty minutes. Checking more often does not speed it up. Players rarely believe that.
01 / 08 Reward Schedules
Definition
Rewards delivered after a number of actions. Two variants: fixed and variable.
Example
Kill ten orcs, get a power up.
01 / 09 Reward Schedules
Definition
A reward after a fixed number of actions. Low engagement at the start of each cycle, a burst as the count closes.
Example
Kill twenty ships, level up. Visit five locations, get a badge.
01 / 10 Reward Schedules
Definition
A reward after a roughly consistent but unknown number of actions. High steady activity, a slight lift near the expected threshold, little drop after the payoff.
Example
Roughly twenty ships, then a level up. About five locations, then a badge.
01 / 11 Reward Schedules
Definition
A reward linked to a series of conditions. Players read each unlocked step as a reward of its own.
Example
Kill ten orcs to enter the cave. The dragon appears every thirty minutes.
01 / 12 Reward Schedules
Definition
Stopping a reward players have learned to expect. It reads as betrayal and creates negative momentum.
Example
Killing ten orcs no longer levels you up.
01 / 13 Reward Schedules
Definition
Behaviour shifts hard when expectations change, not when conditions change.
Example
A monkey presses a lever for lettuce and is content. One time it gets a grape. Back on lettuce, it throws the lettuce at the experimenter.
Chapter 02 / What players hold
02 / 01 Progress and Status
Definition
A virtual or physical marker that something was accomplished. Usually treated as a reward in its own right.
Example
Badges, levels, points, trophies. Anything framed as a reward can act as one.
02 / 02 Progress and Status
Definition
Success shown in visible increments as itemised tasks complete.
Example
A progress bar. Paladin level 1 to paladin level 60.
02 / 03 Progress and Status
Definition
A player's level or rank. Movement up the ladder is its own motivation.
Example
Level twenty paladin.
02 / 04 Progress and Status
Definition
An item that changes the effect of other actions. Usually earned after a run of challenges.
Example
A double points token applied to your next action.
02 / 05 Progress and Status
Definition
Control over something as property. It works at many levels, from territory to a slot to a visible count of friends.
Example
Taking over a place. Holding a slot. Owning a following.
02 / 06 Progress and Status
Definition
Ownership plus the joy of the accomplishment behind it.
Example
I have ten badges. There are many like them. These are mine.
02 / 07 Progress and Status
Definition
A sustained positive attachment that starts to feel like part ownership. Usually reinforced by a visible marker.
Example
Fealty in Warcraft. The mayorship. The wall of regulars in a cafe.
02 / 08 Progress and Status
Definition
Digital prizes and objects earned inside the game. Often tradable or giftable.
Example
In game items, gifts, badges.
02 / 09 Progress and Status
Definition
A real world prize open to whoever currently meets the condition. The holder keeps changing.
Example
The top scorer deal. The mayor deal.
Chapter 03 / The clock
03 / 01 Time and Pressure
Definition
To succeed you have to return at a set time and act. Closely tied to interval rewards and to avoidance.
Example
Farmville and Cafe World. Return on time and the crop is there. Miss it and it spoils.
03 / 02 Time and Pressure
Definition
Behaviour driven by removing a penalty rather than granting a reward. Produces steady activity locked to the schedule.
Example
Press the lever every thirty seconds and you are not shocked.
03 / 03 Time and Pressure
Definition
A fixed window to act. Activity climbs until the clock runs out, which forces extinction.
Example
Bejeweled Blitz, thirty seconds. Bonus rounds. Timed levels.
03 / 04 Time and Pressure
Definition
Real time information arrives without delay. Delayed information is held back for an interval.
Example
Live scores produce instant reaction, good or bad. Delayed scores create ambiguity, and ambiguity can drive more play.
03 / 05 Time and Pressure
Definition
Games with no explicit end. Works when content refreshes, or when a stable positive state is its own reward.
Example
Farmville, where the tidy farm is the win. Community built challenges that keep the content moving.
Chapter 04 / Other people
04 / 01 Social Mechanics
Definition
A whole community mobilises to crack one problem. Highly viral and highly satisfying.
Example
The DARPA balloon challenge. The cottage industry hunting for Boardwalk in McDonald's Monopoly.
04 / 02 Social Mechanics
Definition
An element that needs other people, or works measurably better with them.
Example
Farmville rewarding you for recruiting friends. The social check in.
04 / 03 Social Mechanics
Definition
People like and trust each other more after playing together, and work together more willingly afterwards.
Example
Playing with someone takes trust. They spend their time on you, follow the same rules and aim at the same goal.
04 / 04 Social Mechanics
Definition
The wish to have what others have. It only works if players can see what others hold.
Example
My friend has the item. I do not.
04 / 05 Social Mechanics
Definition
Rankings inside a small set. Good for distributed play and for building local loyalty.
Example
Top scorer at this bar this week gets a free starter.
04 / 06 Social Mechanics
Definition
One ranking applied across separate and unequal scenarios. Players read it as unfair because they never had the same shot.
Example
Players are assigned one of three paths and cannot choose. The top score across all paths wins. Everyone feels cheated.
04 / 07 Social Mechanics
Definition
A game played across several platforms with continuous state.
Example
The same game on phone, console and web, with seamless handover.
04 / 08 Social Mechanics
Definition
Some information is not for public distribution. It can block action or drive it, depending on who is watching.
Example
A scale that publishes your weight. Invasive, and a proven motivator for staying on a diet.
Chapter 05 / Why they stay
05 / 01 Meaning and Motivation
Definition
People work far harder when they believe they are part of something great.
Example
Warcraft's story line pushed players to build the second largest wiki in the world, outside the game, to serve the quest inside it.
05 / 02 Meaning and Motivation
Definition
People are happier doing hard, meaningful work inside a game than relaxing outside it.
Example
World of Warcraft players average twenty two hours a week, often after a full day of work.
05 / 03 Meaning and Motivation
Definition
The urge to tackle the obstacle immediately, paired with a real belief that success is possible.
Example
In a well built game a win is always plausible, so acting is always worth it.
05 / 04 Meaning and Motivation
Definition
Players keep doing what they have been doing, and justify it after the fact.
Example
I have spent ten hours on Farmville. I am a smart person. I would not spend ten hours on something useless. So this must be useful.
05 / 05 Meaning and Motivation
Definition
An action that stays enjoyable on repetition. Usually very simple, and usually capped in how much joy it can deliver.
Example
The check in. Small, repeatable, good every time until it is not.
05 / 06 Meaning and Motivation
Definition
A game layered inside another game. Best discovered rather than explained. It reaches maybe two percent of players and rewards them heavily.
Example
Hidden achievements that require odd, undocumented behaviour during normal quests.
05 / 07 Meaning and Motivation
Definition
Release information in the smallest useful pieces. Enough to understand the next step, and no more.
Example
Show the basic actions first. Unlock the rest by level. Stage the complexity to avoid overload.
Chapter 06 / Where it breaks
06 / 01 Manipulation and Its Limits
Definition
The winner is decided by chance alone. Creates high anticipation. Winners keep playing, losers leave fast, and nothing separated them.
Example
Scratch cards. Most forms of gambling.
06 / 02 Manipulation and Its Limits
Definition
The player is given the appearance of choice inside a structure that leads to the operator's outcome.
Example
Three card monte. Most lotteries.
06 / 03 Manipulation and Its Limits
Definition
A game element that uses a penalty or an altered situation to shift behaviour.
Example
Losing health points. A checkout flow stripped of exit links. Speed traps.
06 / 04 Manipulation and Its Limits
Definition
The player gains because others did the work. The work has to be visible or trust breaks. The feeling to aim for is luck, not charity.
Example
Groupon. A hundred other people bought in, so the price drops for you.
06 / 05 Manipulation and Its Limits
Definition
Reward an act too heavily and you replace its real value with the reward. Remove the reward and the act stops.
Example
Pay someone points to brush their teeth and they stop brushing for their teeth. Stop the points and the teeth decay.
Closing
Every mechanic in this deck works. That is exactly why the choice of which one to use is a decision about people, not about product. Pick the behaviour you want to be true a year from now, then pick the schedule that produces it.