Summary

Neal and Jana Hallford, in Swords and Circuitry: A Designer’s Guide to Computer Role-Playing Games (2001), classify game rewards by what they give the player: glory, sustenance, access and facility. The scheme is simple enough to audit any game’s reward list with, and it complements other ways of classifying rewards by timing, structure and predictability.

Key ideas

TypeWhat it givesExamplesChanges how you play?
GloryRecognition: proof you did itAchievements, titles, high scores, trophies, cosmetic badgesNo: it tells everyone (including you) what you achieved
SustenanceThe means to keep goingHealth, ammo, armour, extra lives, fuelIt maintains what you have
AccessNew places or contentKeys, unlocked areas, new levels, new story chaptersIt opens content you couldn’t reach
FacilityNew powers or abilitiesDouble jump, new weapons, bigger inventory, new spellsIt expands what you can do

Rewards also carry information (“you did that right”) and set the pace of the game: when the next reward arrives shapes the rhythm of play.

Other ways to classify the same rewards

These are not alternatives to Hallford’s types but different axes; any reward has a position on each.

  • Time frame: short-term vs long-term. Short-term rewards arrive every few seconds (coins, XP ticks, hit markers) and keep the moment moving; long-term rewards arrive after sustained effort (finishing a quest line, beating a boss) and give the session a reason. They map onto fast and slow game-loops.
  • Structure: tiered vs milestone. Tiered rewards grow with the player’s level (bronze, silver, gold; better gear at each tier) and need clear criteria and visible progress. Milestone rewards mark reaching a defined, announced point (a chapter, a score) and work best when tied to the story.
  • Predictability: fixed vs random. Fixed rewards (quest rewards, level-up bonuses) are clear and easy to balance but can feel monotonous; random rewards (drops, loot) add surprise but can feel unfair and, with money attached, gambling-like. These correspond to reinforcement schedules (see reward-systems and loot-systems).

In practice

  • Audit your reward list. Write down every reward in your prototype and tag it with a type. Lopsided lists are a warning sign:
    • All glory: nothing changes how the game plays; motivation depends on players caring about recognition.
    • All sustenance: the player is kept alive but never grows.
    • All facility: power can snowball, trivialising later challenges (see progression-and-power-curves).
    • No access: the world never opens up, which hurts exploration-driven players.
  • Layer a single reward. One event can do several jobs: in Super Mario Bros a coin is a short-term reward; every 100 coins give an extra life (sustenance); the coin trail also guides the jump (information) (course lecture series, see source-player-psychology-lectures).
  • Match types to players. Achievement-driven players value glory; explorers value access; players who like mastery value facility that opens new techniques (see bartle-taxonomy).
  • In Unity, a simple way to keep the audit honest is to tag reward definitions with an enum and count them:
public enum RewardType { Glory, Sustenance, Access, Facility }
 
[CreateAssetMenu(menuName = "Rewards/Reward")]
public class RewardDefinition : ScriptableObject
{
    public string displayName;
    public RewardType type;
    public bool isRandomDrop;   // fixed vs random
    public bool isMilestone;    // milestone vs tiered/incremental
}

Evidence

  • Hallford and Hallford (2001) proposed the four types in the context of computer role-playing games, where all four are present and balancing them is a core design task.
  • The course lecture series teaches the four types alongside short/long-term, tiered/milestone and fixed/random rewards, with the check that “if every reward in your game is glory, nothing changes how you play; if every reward is facility, the game can snowball” (course lecture series, see source-player-psychology-lectures).

Implications

  • Access and facility rewards feed back into play itself, which arguably makes them less prone to the overjustification-effect than glory rewards, which sit outside the activity.
  • Glory rewards are the core of points-badges-leaderboards gamification, which helps explain why PBL alone often fades.
  • Reward design is also an ethical question: random rewards bought with money are where reward design meets dark-patterns.

Open questions

  • The scheme was written for RPGs. How well does it cover rewards in non-RPG genres, such as a satisfying physics reaction in a sandbox, which is arguably “aesthetic” rather than any of the four?
  • Where do social rewards (a friend’s reaction, a team win) fit? Arguably they are glory, but they behave differently from an achievement pop-up.