Why Beating High-Level Mobs Feels Pointless: The Reward Problem Ruining Risky Gameplay
My friend and I were out exploring and ended up challenging ourselves against level 20-21 mobs. We are both level 10/11 and had a lot of fun defeating the mobs until we noticed that we weren’t getting anything from it, not even XP.
I spent some time pondering this, and here’s what I came up with:
1. Risk vs. Reward Imbalance
Expectation of Reward: Players naturally expect greater rewards for taking greater risks. Defeating mobs that are much higher level than you involves overcoming significant challenges be it better strategy, mechanical skill, or resource management. Not receiving XP or worthwhile loot diminishes the sense of achievement.
Diminished Player Agency: When players take on harder challenges, they're often stepping outside the game's "recommended" difficulty. This shows creativity or skill. Failing to reward this effort makes the game feel rigid and unresponsive to the player's actions.
2. Sense of Progression
XP as Progress: XP is a tangible representation of progress. Denying XP when defeating a stronger opponent suggests the effort was meaningless, which can demotivate players.
Missed Opportunity for Reward: Giving more XP or loot for defeating harder mobs reinforces the player's sense of progress and encourages experimentation with tougher challenges.
3. Loot as a Motivator
Risky Battles Deserve Better Loot: Harder battles naturally expend more resources (e.g., potions, gear durability, etc.), so the reward should compensate for the increased cost. Better loot incentivizes players to engage in higher-risk content and provides satisfaction after a tough battle.
Incentivizing Skill: If skilled players can defeat stronger mobs earlier than expected, they should be rewarded with loot that reflects the effort and skill involved. This also helps break the monotony of grinding by giving a sense of achievement.
4. Engagement and Replayability
Encouraging Player Creativity: Players are more likely to experiment with unique builds, strategies, or approaches if they know the game rewards ingenuity.
Breaking the Grind: Grinding on mobs your level can become repetitive. The opportunity to earn better rewards by taking risks adds variety and excitement.
5. Psychological Impact
Reward Reinforcement Loop: Games use rewards to create a positive feedback loop, encouraging players to repeat desired behaviors. If higher risk yields no rewards, players may disengage from what should be exciting moments.
Punishment for Ambition: Not rewarding high-risk victories can feel like a punishment for being ambitious or skilled, discouraging players from testing their limits.
How Better Rewards Could Work
Dynamic XP Scaling: Grant more XP for defeating mobs significantly higher in level than the player, reflecting the increased effort.
Improved Loot Drops: Offer loot with higher rarity, unique stats, or special effects for overcoming tough challenges.
Special Recognition: Include achievements, titles, or cosmetic rewards for consistently defeating mobs outside the expected difficulty range.
Balancing Concerns
Ensure it’s not easily exploitable, e.g., by grouping with higher-level players or abusing mechanics.
Introduce diminishing returns for extreme level gaps to maintain game balance while still offering meaningful rewards.
I belive this is already done but remember we are about the same level when doing this.
In summary, rewarding players for defeating higher-level mobs respects their skill and effort, enhances the fun of the game, and keeps players engaged with the progression system. It's a balance of making the game feel fair, challenging, and rewarding at the same time.