It’s hard to figure out how to reward players. But you want them to feel they are meaningfully making progress. There are various methods for doing so, each with their own positives and drawbacks:
- Level up player and scale enemies with level up.
- Give players levels but don’t scale enemies
- Give rewards that alter the experience of the player
- Give players unique rewards but not specific to the player type
- Give rewards that unlock new areas
- Give rewards that change the way a thing is done
- Give players rewards but the same type each time universally useful
- Give rewards collectables which help player reflect on experience
Example and problem with each:
- Level up player and scale enemies with level up.
- Easy to balance and implement. Can feel cheap. Are you really improving?
- Give players levels but don’t scale enemies
- Easy to implement, hard to balance. Elden Ring example. Some areas too hard some too easy.
- Give rewards that alter the experience of the player
- Give players unique rewards but not specific to the player type
- Elden Ring. Problem is some rewards have no meaning for players.
- Give rewards that unlock new areas
- Metroid, no real drawbacks.
- Give rewards that change the way a thing is done
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- Give rewards which unlock new content
- Hollow Knight. Problem is some players can miss content. In hollow knight though the true final boss is made unlovable through side content. If players have done side content they can breeze through the final boss, feel powerful, and fight true boss. If they haven’t they get a tough final boss fight.
- Give players rewards but the same type each time universally useful
- Tears of kingdom. Can get repetitive. Every mission gives same thing.
I learned this from https://youtu.be/dI_XEPoN3MA?si=xC3Y7PegKh6ZwjsM