How to create a mission and quest system
A mission system is a "meta-game" over content (slots, live games, etc.) that turns disparate sessions into a meaningful path: goals → steps → rewards. Well-designed quests increase activation, retention, input frequency and LTV without interfering with RTP and game integrity.
1) Role of missions in the product
Onboarding (D0-D3): Teach basic actions and product values in 1-3 steps.
Activation (D3-D7): consolidate habits, introduce providers/modes.
Habit (D7-D30): weekly lines with progress and intermediate rewards.
Long-term (30 +): seasonal branches, statuses/collections, clan goals.
Winback: personal tasks "close the set," "2 steps left before the award."
2) Quest typology
1. Daily - 3-5 quick tasks + 1 combined.
2. Weekly lines - 4-6 stages with intermediate "claim."
3. Seasonal branches - free + premium (without pay-to-win), final statuses/cosmetics.
4. Collectible - collect a set of cards/symbols; pity-counter on rarity.
5. Tutorials - "get acquainted with 3 providers," "setting limits" (RG quest!).
6. Sprints - 15-30 minutes in prime time with a separate metric.
7. Command - the overall progress of the clan; offset Top-M deposits.
3) Mission design
Purpose: "what exactly to do" (specific event trigger).
Performance criteria: quantitative thresholds, allowable games/bets/modes.
Restrictions: time, attempts, exceptions (bonus funds).
Reward: XP/glasses/store currency/cosmetics/accesses; timeline claim.
Progress: bar + checklist of subtasks; "left X."
Integrity rules: Rate normalisation, mouthguards, Responsible Gaming.
4) Progression and points formulas (no pay-to-win)
4. 1. Base XP per event
'XP = k log2 (Win/Bet + 1) '- rewards relative luck rather than bet size.
4. 2. Best N attempts
N best events/day are counted (e.g. 'N = 20'). For sprints - 'N = 10-15', the aggregator is the median of the best three five minutes.
4. 3. Content Diversity Bonus
'VarietyBonus = B'for the first' M'unique providers/day (e.g.' B = 50 ',' M = 3 '). Removes "cycling" of one slot.
4. 4. Level curve
`XP_needed(level n) = base n^α`, где `α = 1. 15–1. 25 '- moderate increase in difficulty.
4. 5. Bonus funds
`XP_bonus = coef_bonus XP`, где `coef_bonus ∈ [0; 0. 5] 'or' 0 '(' 0 'in public finals is recommended).
4. 6. Tie-breaks
1. previously reached the final XP; 2) greater diversity; 3) deterministic draw (seed from 'user _ id').
5) Awards economics and P&L
Target reward return: 0. 2–0. 8% of the GGR of the involved cohort (corridor).
Prize structure 60/30/10:- 60% - non-cash (cosmetics, frames, titles, banners), 30% - conditional cash (freespins fix. face value, bonus loans with a wager x20-x35), 10% - access (early releases, private events, VIP slots).
- Payout width: 20-40% of branch/level completers receive awards.
- Anti-cannibalization: stretched dispensing (checkpoints) and frispins into variance-driven slots.
6) UX mission patterns
Single center of progression: current mission, week, season, store, "claim."
Micro-feedback: "+ 40 XP," "120 XP left," "you overtook 17 players."
Transparency: short rules in 1 screen + full T&C side by side; visible mouthguards/exceptions.
A11y: contrast, large numbers, focus states, voicing progress, keyboard control.
Localization: deadlines in the local TZ; cultural holidays in the calendar.
7) Responsible Gaming (by design)
Accruals only within voluntary time/deposit/loss limits.
Onboarding RG quests: "set limits" → instant badge/cosmetics.
No aggressive FOMO: soft nooji instead of "miss it forever."
Break reminders, "cooldowns" and soft participation mouthguards/day.
8) Anti-fraud and protection against abuse
Event idempotency: 'event _ uuid', journal "seen," retrays are safe.
Anti-bot: human-challenge in the final minutes of sprints; analysis of "even intervals."
Connection graph: common devices/IP/payments - clusters of multi-accounts; hold prizes to KYC.
Quotas and caps: N best/day, cap points per spin/day, quota per contribution of one slot/day.
Pity-counter in collection branches: guarantor of a rare card every N attempts.
9) Real-time architecture
"Client → Event Ingest → Rules/Scoring → Progress Service → Leaderboards." → Rewards → Comms/CRM
Фоново: Snapshotter, Anti-Fraud/RG, Analytics & A/B, Audit/Observability.
SLA: UI progress update ≤ 200-300 ms; claim-window ≤ 72 hours; uptime ≥ 99. 9%.
Snapshotter: hourly progress casts; fast rollback.
Feature-flags: per-region/division rule versions; reversible rollback.
10) CRM and Communications
Before the start: preseason checklist (3 steps) + timer.
During: "close to checkpoint," "2 tasks left," "the clan lacks 5%."
After: instant claim, personal highlights, winners' banners.
Channels: in-app → push → e-mail → bot; mild escalation.
11) KPI and Analytics
Retention/engagement: D1/D7/D30, Rolling 7/30 Active Rate, Stickiness (DAU/MAU), frequency and length of sessions,% completed stages.
Monetization: ARPDAU/ARPPU, repeated deposits, LTV-uplift participants vs control (cohort).
Fairness/quality: complaints/10k, variance of quintile awards, "whales vs midcore," claim-rate ≤72ch.
RG: self-regulation, triggering limits, time-on-device.
Tex/ops: lag to UI, late-rate, doubles, incidents.
12) A/B approach
Hypotheses: N best (10 vs 20), B/M for variety (0/50/100; 2/3/4), level curves (α = 1. 15/1. 25), payout width (20 %/30%).
Duration: Minimum full line cycle (week) and entire season for statuses.
Randomization unit: regions/channels/clusters (avoid "overflows").
Guardrails: RTP, complaints/10k, RG metrics do not worsen.
Reports: diff-in-diff, confidence intervals, power plan before launch.
13) Playbooks
A) Onboarding "3 steps in 2 minutes"
1. Login and confirmation e-mail/tel.
2. Demo spin/introduction to the lobby.
3. Set up limits (RG).
Award: badge + cosmetics. Progress bar 0→100%.
B) Weekly Line 4 × 2
4 mini-missions × 2 subtasks; 'N _ best = 20/day', bonus for 3 providers.
Saturday "collectible" boost; Vsk - sprints 20-30 min, instant claim.
C) Season 6 weeks (free + premium, no P2W)
Weeks 1-4: thematic branches, sprints, album.
Week 5: "mid-season" (visibility/social highlights).
Week 6: Final/Raid; top 5% titles, banners.
D) Winback 30-90 days
Personal "re-entry" quest for 48-72 hours with visible "it remains to close 2 steps."
Award - Cosmetics/Access; soft communications.
14) Rule templates (ready for T&C)
Template 1 - "Multiplier + Best N"
`XP = round(100 log2(Win/Bet + 1))`
Offset: 'N = 20' best events/day.
Diversity Bonus: '+ 50' for first 'M = 3' provider/day.
Bonus funds: 'coef _ bonus = 0'.
Tie-break: early achievement → greater diversity → seed.
Template 2 - "Sprint 20 minutes"
Cap attempts' N = 15 '; the result is the median of the top 3 five minutes.
Cap points per spin = '700'.
Bonus funds: 'coef _ bonus = 0. 3`.
Template 3 - "Command target Sum Top-M"
Personal XP - as in Template 1.
Team score: 'TeamScore (day) = Sum (Top 10 XP participants)'; Min. Contribution - ≥5 counted events/day.
15) Mission System Launch Checklist
Rules & Economics
- Normalized XP formulas, 'N _ best', mouthguards, diversity bonus.
- RewardRate 0. 2–0. 8% GGR; payout width 20-40%; 60/30/10 structure.
- Vagers/claim time ≤ 72 hours.
Equipment
- Idempotent Ingest, Snapshotter, rule versioning.
- SLA ≤ 300 ms to UI; Health/Status API; stop button.
Security & RG
- Anti-bot, link graph, hold prizes to KYC (where required).
- RG limits, reminders, soft participation caps/day.
UX & CRM
- Progression center, micro-feedback, A11y, localization.
- Announcement → nuji → results; personal highlights.
& A/B Data
- KPI/guardrails; diff-in-diff; power-plan; dashboards fairness/ops/RG.
16) Typical mistakes and how to avoid them
1. Pay-to-grind/Pay-to-win → log-normalization + 'N _ best' + caps.
2. Super prizes "eat up" the economy → the width of payments, cosmetics/access.
3. Slow feedback → SLA ≤ 300 ms, hot aggregation, cache.
4. Hidden conditions → short rules + examples + visible exceptions.
5. Ignoring RG/A11y → an increase in complaints; embed RG quests and accessibility.
6. No anti-fraud → bots/alts; behavioral detection and holds.
7. Without A/B → regression; Test the curves/bonuses/payout widths.
A strong mission system is a combination of honest formulas and limits, a moderate economy, a lively UX and strict operational discipline. Build it around normalization ('log2 (Win/Bet + 1)'), "best N," diversity bonus, default RG and real-time architecture with observability - and it will turn content into an understandable path of achievement, steadily growing Retention, Stickiness and LTV.