Hello fellow Rejects, I’ve been thinking about this for a while and wanted to put pen to paper so I can get the community’s take on these thoughts as well as hunt for a mystical reply from StrawHat!
I’ll be honest, before we get into it, I want to discuss the WHYs and HOWs the game rewards us for playing it but I want to view it through the lens of the Party Finder feature. So I’ll be talking a lot about that.
First, let’s define incentivisation:
Incentivisation or incentivization is the practice of building incentives into an arrangement or system in order to motivate the actors within it. It is based on the idea that individuals within such systems can perform better not only when they are coerced but also when they are given rewards. Source: Wikipedia
Next, let’s talk about some potential incentives the game can put in front of a player:
- cosmetic rewards
- gear upgrades
- currency
- crafting materials
When looking at the implementation of the Party Finder, we see that FatShark did not include any incentives and, predictably, the community is not interacting with this feature at all. In fact, when you think about it, there’s a massive opportunity for Darktide to reward players for playing multiple missions together. Because we’re playing no-name randos, it could be interesting to have an affinity system to players on our friends list or something like that.
Anyways, I’m already getting into solutioning mode, that’s not what I’m here for. I think the greater question, what kind of incentives could help retain players longer? Certainly a mix of cosmetic rewards, daily missions (which include a streak for completing them every day).
What about story rewards? Personally, I don’t tend to listen to the voxcomms that come out. Why not reward players with these voxcomms in-game? Maybe with how the story relates to our characters… I know that’s a massive undertaking but from the little that I know about the background of the sector, there’s an interesting story to tell here.
So far, event incentives have been a massive failure. Our most recent event was named “Unrelenting Hordes” and requires us to… get books!!! With the usual Plasteel, Diamantine rewards.
Additionally, rewards have to be meaningful. The only time I select Quick Play is when I’m 100% undecided. The additional rewards just don’t matter to me at all. Why would I go to the party finder when I can solo queue and be paired with individuals who queued for something similar? What problem are we solving for? Is this a social issue? Let me be clear: the Mourningstar is NOT a social hub. It’s a bit weird to build a social feature on top of a game that has … no social features to speak of.
Anyways, I don’t have a proposed solution. Penances are nice but there are too many for them to be meaningful. I feel like the game is between a rock and a hard place when it comes to incentives, what do you all think?