In most games, quests always start with no points to progression. This can be useful in some cases, but in many cases, it does nothing for you or your players. I’m sure you as a player have skipped over quests entirely simply because they do not have any progress toward them. At that point, they may not exist to you. But, worry not my friends there is a way to engage players to kill those 10 rats with one Jedi Mind Trick.
When you get a progress bar in a video game, you also get a feeling of needing to fill our the bar. You start to fill out the mission objective and do whatever it takes to get that sweet one-hundred percent. This isn’t just true of the game world, this is the truth in the real world as well. People love to have goals and like to see the numbers go up, otherwise, we’re like a ship without a north star when it comes to filling out objectives. So, things like cash reward points or visual indicators towards goal leave an itch for completing it. For example, people might try to participate in an event just so they can get more points toward their progress bar. Now, progress bars were not something you used to see before, but now due to the efforts of gamification, we’re starting to see more of these in the real world to give people tangible ideas of where they are in relationship to their goals. We can enhance this effect with one trick and make it happen within our own game.
The Trick To Progress
A secret to progress is to start the player off with the objective partially filled out.
For example, we can start the user off with a couple of the quest objectives filled out. That filling-out of quest objectives have the same effect as the progress bar mentioned above. This is extremely powerful because people are more likely to do it given that they have the progress for the quest already.
This is the secret that would slowly compel players to put in more effort for those quests or have the incomplete counter grow at them. People like to know things are DONE. Having a quest remain at 2/5 only serves to make people want closure and thus complete the content. This is just one way to get people more involved in a quest; we can get also more out of this effect by guiding the player through the quest objectives with more dialogue and story points. A quest should be more than just a checklist if it can be.
With that said, I hope this trick helps you all get more out of your game for your users so they actually complete those kill 10 rat quests.