Intangible rewards: badges, frames, effects
1) Why intangible rewards
Intangible rewards (cosmetics) give a sense of progress and status without a direct monetary advantage. Ones:- enhance intrinsic motivation (self-efficacy, mastery, group affiliation);
- create social capital (recognition, prestige, rarity);
- expand content meta: new goals (sets, collections), return to events;
- reduce operator costs (do not require financial funding as bonuses/cashback).
2) Design principles (CORE)
Clarity: conditions for obtaining → 1 screen/3-5 bullets, without hidden rules.
Ownership: inventory, profile preview, export of "show" to chat/stream.
Rarity: Common → Legendary → Mythic.
Exhibit: visibility in the lobby, chat, leaders, player card.
3) Taxonomy of badges
Progressive: for account levels, XP, "raw" grind.
Content mastery: provider/slot/genre (e.g. "Megaways Master").
Skill Challenge: error-free series, complex missions, bankroll/betting limit.
Seasonal/event: Halloween, New Year, themed tournament series.
Social: "Helped the community," "Top creator of clips/guides."
Collectible sets: collect 5 thematic badges → metabage/frame.
Loyalty/return: streak badges for N days of activity, re-activation.
The rule of issue: each badge has 1 key condition and 1-2 modifiers, no more (for example: "Win 5 tournament finals per season; rate ≥ X").
4) Rarities and value
Common: learning, early onboarding, widespread availability.
Rare: requires planning (series of actions, specific slots/rates).
Epic/Legendary: Low ownership (<3-5%), often seasonal, with animated effects.
Mythic (limited issue): fixed circulation/time window, unique visual and story value.
Anti-inflation: limit the release of high rarities, introduce "rotation" into the archive with rare retro comebacks for special reasons.
5) Avatar frames and portraits
Framework = "social billboard." Visible in chat, leaderboards, profile, in the tournament winner card.
Personalization layers: basic frame + provider logo + mini-title (up to 12 characters).
Dynamics: static, animated (micro-animation 1-2 seconds), reactive (flash during level ape/winstreak).
Distribution by sources: progress, events, achievements, store for soft-currency (about it below).
6) Visual Effects (VFX)
Triggers: up level, quest chain finish, top 3 tournament, rare drop.
Modes: effect around the avatar, splash in the lobby, chat emoji salute.
Noise regulation: rate limit (no more than 1/Kh minutes per user), "silence" at night, personal settings "hide VFX others."
7) Economy without money (soft-currency and lights)
Soft-currency (Tokens): issued as missions/events, spent on cosmetics. No direct conversion to cache/bets.
Crafting: X token exchange + Y rare shards → frame/badge craft.
Combustion: Seasonal tokens are burned/converted at the rate into "archival essence" to keep inflation at bay.
8) Social showcase and meta-progress
Public profiles with the Collections tab.
Title-inscriptions (up to 12-16 characters, moderation).
Collections leaderboards (quality> quantity: rarity points).
Visual combo bonuses: The full set opens up a special aur effect.
9) Balance and anti-abuse
Detection of uniform cycles: if the badge is farmed through the same slot/bet/timing → enter anti-patterns (minimum variability of actions).
Daily/weekly progress limits for rare badges.
Smart toxicity control in the chat window (spam effects, title filter).
10) UX and availability
Color contrast, duplicating animations and sounds with text hints.
Toggle switches "do not show other people's effects," "mute animations."
Localization: names, descriptions, cultural connotations (symbols, holidays).
Performance: light sprites/Lottie, FPS/alpha channel limitation.
11) Technical diagram (in brief)
Сущности: Badge, Frame, Effect, Set, Rarity, Season, Source (mission/tournament/shop).
Issuance rules: JSON rules (event, condition, threshold, cooldown).
Inventory: KV-storage + indexing by user_id and type.
Events: event bus (Kafka/Redis Streams), asynchronous achievement triggers, idempotency.
Render: the server gives the effect config, the client applies it locally; folyback with old devices.
12) Success Metrics (KPIs)
D1/D7/D30 retention uplift from owners of rare cosmetics vs control.
Session length and DAU→MAU stickiness after the release of seasonal sets.
% profiles with active frame,% public storefront enabled.
Conversion to equip (got → put on), Equip-duration (how much wears).
Craft usage: share of crafting/exchanges, balance of token savings.
Complaint rate/mute rate by effects (noise).
13) A/B patterns
Rarity/chance drop vs mission requirement.
Chain length to metabage: 3, 5, 7 steps.
Default display case: on/off; influence on socio-motivation.
Animations 0. 6c vs 1. 2s; presence of sound; local cooldown.
14) Sample sets
Season "Ocean of Slots": 6 provider badges + frame-wave + splash effect with level ape.
Skill set "Unmistakable Surfer": 3 challenges for a neat game (limit on the bet, time limit).
Community "Guide Mentor": badges for useful messages, accepted answers, bug reports.
15) Common mistakes
Inflation of rarities: too much Legendary → lost prestige.
Difficult conditions: the player does not understand "for what."
Noisy effects: irritation → turning off the showcase, falling social influence.
Paywall-feeling: Cosmetics feel "bought" rather than "earned" - worsening perceptions of fairness.
16) Launch checklist (MVP → v1. 0)
1. MVP (2-4 weeks): 12-16 badges (3 rarities), 4 frames, 2 simple effects; basic inventory; showcase in profile; output logic by events.
2. v0. 9: season pass with soft currency; Level 1 kraft; collection rating; anti-spam effects.
3. v1. 0: reactive auras, metabages for sets, localization, accessibility, A/B engine.
4. After the release: rotation of seasonal sets, archive, retro comebacks, community events.
17) Integrity policy
The awards offer no mathematical advantage in betting/gaming.
Transparent drop chances and availability timelines.
Moderation of user titles/logos.
Quick Templates (ready for layout)
Badge model (JSON example):json
{
"id": "badge. megaways. master. s1", "title": "Мастер Megaways", "rarity": "Epic", "season": "S1", "source": "missions", "requirements": [
{"event":"tournament_win","game_tag":"megaways","count":3,"window_days":14}
], "cooldown_days": 0, "equipable": true, "set_id": "set. megaways. s1"
}
Frame model:
json
{
"id": "frame. wave. animated. s1", "rarity": "Legendary", "unlock": {"type":"set_complete","set_id":"set. ocean. s1"}, "effects": [{"type":"edge_wave","duration_ms":1200}], "equipable": true
}
Profile showcase diagram (UI blocks):
- Avatar + Frame
- Title (editable, moderated)
- Badge of the day (large icon)
- Sets (mini-cards 3 × 2)
- Show in Chat/Hide button
Badges, frames and effects work when they have clear conditions, the rarity is contained, the showcase is visible and the noise is controlled. Build meta-progress through sets and seasons, prop up soft-economics and craft mechanics, measure the impact on retention and social activity - and intangible rewards will become the core of your gamification without the risk of "inflation of meaning."