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Week 1: Reward structures in games, and which ones a course can use

Six reward structures that games actually use, and an honest argument about which two of them could survive being pointed at a 130-hour course

22 February 2027

Open the deck

This course exists because of one lopsided fact, so we start there.

Putting 130 hours into a game is easy. Nobody plans it, nobody forces themselves, nobody finishes a ranked season by gritting their teeth — you queue again, and the hours go by. Putting the same 130 hours into a course is miserable, and most people cannot do it at all without a deadline standing over them.

Same hours. Same person. Often the same week. The only thing that differs is how quickly the activity pays you back, and that is a design property, not a fact about your character. Which means it can be built.

That is the entire course: build it, and finish a course the way you finish a game — a step at a time, absorbed, and without it costing everything you have.

So: what exactly is a game paying you, and how much of it can you take?

Why the obvious version fails

“Gamify your studies” almost always means points stapled to the outside of work that has not changed. You still sit down to the same undifferentiated three hours; there is just now a streak counter judging you afterwards. It does not work, and the reason it does not work is worth naming precisely: the reward is about the work rather than inside it.

A game does not reward you for having played. It rewards you inside the playing, continuously, on rules you could recite.

The six families

Which two survive

Four of these die on contact with your situation.

Score needs an instant impartial judge, and for most study there isn’t one. Collection needs an author, and if you write the list yourself you will write one you can finish. Streaks work, but they work by threat, and a mechanism that punishes you for a bad week will be abandoned in the first bad week — which is exactly the week you needed it. Execution mastery is the trap this course exists to avoid: it is the model that requires you to be the kind of person who already puts in the hours.

That leaves the ranked ladder and the boss gate. The rest of the semester is those two, in that order, and the last three weeks are you running both at once on the course you stalled on and still need — the one you started, stopped, restarted and stopped again. Not a subject you dislike: that would be a cheap target, and getting through thirty hours of dull material proves much less than getting past a wall you have already failed at.

Three systems that failed, and the number that ended them

I will spend some of this lecture on my own record, because it is the only evidence I have that the obvious approaches do not work.

I tried an effort currency — a point per hard idea got through — because an hour means different things on different days. It inflated. By the fourth month things that had not been worth a point were worth one, my daily totals were climbing, and my output was flat.

I tried decomposition, and got genuinely better at seeing what a problem was made of, and no better at doing any of it.

Then I tried timing everything, honestly, for nine months. Sixteen waking hours, six at the desk on a good day. I had guessed four, so the number was better than I feared, and it still changed nothing — because a timer measures how long you sat there.

All three measured what went in. That is the comfortable half, and it is the half that cannot tell you whether the semester is going well.

Before the lecture

Work out, roughly, the feedback loop in one course you are taking right now: how many hours of your work pass between doing something and finding out whether it was any good. Bring the number in hours. Most people’s first honest answer is somewhere between forty and the whole semester.

The slides, as text

Every slide in order, with a description of each figure. Generated from the deck source, so it cannot fall behind it.

  1. Reward structures in games, and which ones a course can use

    SLOP3733 · Week 1

    FigureOfficial League of Legends splash art: an archer drawing a bow across a snowfield. Desaturated and duotoned into the deck's palette, under a scrim. Splash art © Riot Games, via Data Dragon. Not endorsed by Riot Games.

  2. 130 hours is one course

    It is also one ranked season, or most of a Souls game.

    Nobody plans the hundred and thirty hours they put into a game. Nobody grits their teeth through them. You queue again, and they go by.

    The same hours in a course are miserable, and most people cannot do them at all without a deadline standing over them.

  3. Same hours. Same person. Often the same week.

  4. So the difference is not you

    What differs is how fast the activity pays you back.

    That is a property of how the thing is built, not a fact about your character.

    Which is the only good news in this lecture, because a property of how something is built can be changed.

  5. Why "gamify your studies" does not work

    Points stapled to the outside of work that has not changed.

    You still sit down to the same undifferentiated three hours. There is now a streak counter judging you afterwards.

    The reward is about the work rather than inside it. A game does not reward you for having played — it rewards you while you play, continuously, on rules you could recite.

  6. Six things a game can pay you with

    FigureSix reward structures, each with what it needs in order to work and a verdict. Score needs an instant impartial judge, and most study has none. The ranked ladder needs a win condition per contest and a rating rule you trust, and survives. Boss gates need obstacles that each end and a check for when one has, and survive. Collection needs somebody else to have authored the list, and you would only author your own. Streaks need a threat, so they are gone in your first bad week. Execution mastery needs a long apprenticeship before the first payoff, so it only works on people who already love the subject.

  7. Four of them die on contact with your situation

    Score needs an instant impartial judge. Most study has none.

    Collection needs somebody else to have authored the list. Write it yourself and you will write one you can finish.

    Streaks work by threat. A mechanism that punishes you for a bad week gets abandoned in the first bad week — which is the week you needed it.

    Execution mastery needs you to already love the subject enough to do unrewarded work. That is the trap this course exists to avoid.

  8. Two survive: the ranked ladder, and the boss gate

    That is the rest of the semester, in that order

  9. What each of the two is for

    The ranked ladder — weeks 2 to 5. Many short contests, a rating that survives between them. It buys you the inside of thirty minutes.

    The boss gate — weeks 6 to 9. Progress as a sequence of things that can each be beaten. It buys you a way into something too hard to start.

    Weeks 10 to 12 are you running both at once on a real subject.

  10. Three systems I built on myself, and all three failed

    FigureForty faint horizontal lines and one bright gold line among them: everything a long session produced, against the one thing short enough to keep

  11. Each one measured what went in

    FigureThree failed study systems, side by side. First, an effort currency: the daily point total climbs over four months while the flat dashed line of actual output does not move. Second, decomposition: a neat plan of nine boxes above a work log of six empty ruled lines. Third, nine months of timing: sixteen blocks for the waking hours of a day, six of them filled to mark desk time, with a marker at four showing the figure that had been guessed. All three measure what went in.

  12. A timer measures how long you sat there.

    All three measured the input. That is the comfortable half, and it is the half that cannot tell you whether the semester is going well.

  13. Before next week

    Work out the feedback loop in one course you are taking right now.

    How many hours of your own work pass between doing something and finding out whether it was any good?

    Bring the number in hours. Most people's first honest answer is somewhere between forty and the whole semester.

Teaching team