

This can massively dilute the value of rewards over time. In CCS players get more or less the same rewards wether they grind for short, mid and long term goals like events or collection features. In fact, when players get used to and can easily anticipate what they are going to get at the end of their tasks, it leads to lower dopamine surge and dilution of reward feeling. All rewards are boosters & all boosters feel “kind of” same in Candy Crush Sagaĭon’t get me wrong, boosters on their own are great, I especially love all the cool fireworks and animation effects they trigger (which are hallmark of King games and nobody does them better then King!)…but players get all too familiar with these boosters as they get them regularly for free as samplers in daily rewards (spinning wheel), many like chocolate bomb or jelly fish commonly appear on the game board as part of the cascades. The images above shows different rewards a player can get for completing different events and meta goals in CCS and it’s quite obvious at a glance that majority of them are all too familiar boosters or bundles of those boosters. While an army of different event types and reward feature create variation in how players experience the game creating short, mid and long term progression arcs in CCS, the bummer is… The rewards players get awarded for their efforts seem to be highly repetitious and can feel more or less same over time.

While the addition of these meta goals is refreshing and a welcome change, there can be some potential issue as newer mechanics & features are incrementally added over time: These features are soft-bodied versions of the gameplay seen in mid-core and hard-core games, but the question is: are these stopgap measures enough?

Scroll collection events to earn special offers.Example: Rank 8 out of 20 is much more motivating then rank 8000 out of 10,000 players) Leaderboard races against a limited group of friends (A small pool to ensure players have a good chance of ranking high with less effort.Time limited event levels like climbing up a bean stalk.Which raises a question, is adoption among younger audiences declining? Social proof & community engagement events around real players (Note: Normally most women cast are 35+ years, implying super engaged group are moms above 30 years of age).
