I'm in the process of designing a Minecraft server, wondering if daily rewards work.
Login rewards, quick daily tasks, repeatable daily quest chains. They seem extremely popular with developers, to the point where almost every MMO has a 'calendar' which rewards you with daily gifts.
Do these actually really work? Do they boost player retention so well that it's a must have?
For me personally, I feel like games can often become a chore. You learn to log in for the 'errands', losing meaningful interest in the long term.
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The best log in rewards i've seen are in Warframe with the Platinum discounts. Getting a 75% platinum discount when you have spare money on your wallet is a blessing.
Daily rewards don't bring me back to games, but when i play them i take full advantage of them. Specially in Warframe (MTX discount) and GW2 (experience scrolls).
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But then, in my experience, they become annoying. Like other things you end up doing every day - shaving, taking out the trash, etc. /yawn
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They detract from personal goals and I often feel the same about holiday content and other short term promotions.
CCP started doing this crap a few years back and I disliked it.
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It is "the game" which cemented my eternal dislike of dailies, as well as level scaling, action combat, jumping, no Trinity, and I tossed it aside around level 15.
I had forgotten how many game designs it had that are an anthemia to me, almost like green kryptonite or something.
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Personally after a month or two I will burn out on the game; most games will let me do the dailies/weeklies on my alts aswell. Weeklies would work better, but then again those usually consist out of doing 5 times Dungeon YXZ or kill 20 players in pvp. Quests that want me to participate in different game activities I usually don't like playing.
For example I do enjoy the Archaeology bi-weekly quest in WoW and I do like the daily Emissary quest. For different reasons though. The rewards didn't matter to my that much. WIth the Emissay, you ran into other players and sometimes these players were social enough to have a conversation with + you would do some more worldquest with. Archeology is a scavenger hunt, which any game can't have enough.
"I used to need half an hour to do my dailies, why can't I do it all in 15 minutes? Where is my meaningful play for 15 minutes spent in game?" they will ask and the gaming companies will pander to them.
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Example on Lotro.
1) Daily gifts: I don't care. Mostly vendor trash, very rarely something usefull;
2) Daily missions: where they are crucial - yes, I did them. Some were favourite, some were avoided;
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They do not work as well as having fun content that I want to play whether I'm getting a virtual reward or not.
Daily quests are kind of like commercials. Some are sort of entertaining the first few times, most are ignored, and many become unbearable after the 10th time. All of them are manipulative and fake af.
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