{"id":1020,"date":"2026-09-08T22:48:34","date_gmt":"2026-09-08T22:48:34","guid":{"rendered":"https:\/\/x.sheep-mine.ts.net\/index.php\/826207604021870592\/"},"modified":"2026-09-08T22:48:34","modified_gmt":"2026-09-08T22:48:34","slug":"826207604021870592","status":"publish","type":"post","link":"https:\/\/x.sheep-mine.ts.net\/index.php\/826207604021870592\/","title":{"rendered":"Ask a Game Dev"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div style=\"overflow:auto;\">\n<p>The reason Dawngate\u2019s system worked wasn\u2019t the voting on its own. Lots of games have post-game voting systems for player karma &#8211; FF14, Overwatch, Rainbow Six Siege, and many others.  In these other games, the incentives to earn good karma are not super strong &#8211; they are usually mostly cosmetics. The main difference with Dawngate was that they tied a large part of their core progression to it. Not many games are willing to risk that much to push for a better community.<\/p>\n<div class=\"npf_row\">\n<div class=\"npf_col\">\n<figure class=\"tmblr-full\"><a rel=\"nofollow\" target=\"_blank\" class=\"post_media_photo_anchor\" data-big-photo=\"https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s1280x1920\/03ed2b27d75c3ca85b72d5271dd4f8d9f18d19a3.gifv\" data-big-photo-height=\"\" data-big-photo-width=\"\"><img decoding=\"async\" class=\"post_media_photo image\" src=\"https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s500x750\/ef90feda6adf5dd7252db6087dcc3f3c389c9ae0.gifv\" srcset=\"https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s75x75_c1\/e1d24b2459797d2e2ed10779063b23d7e41d24d9.gifv 75w, https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s100x200\/d57ae3224374d287e2d23bb1680d60c83c11d19b.gifv 100w, https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s250x400\/2cabfdc5786944cba9784b427c7abeb596ae6484.gifv 250w, https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s400x600\/22561cb953df71b305f0f43112f956660968b437.gifv 400w, https:\/\/64.media.tumblr.com\/745dc34d81e04a3a33eee5ff27bbdb33\/1c18fa24b0ba2385-70\/s500x750\/ef90feda6adf5dd7252db6087dcc3f3c389c9ae0.gifv 500w\" sizes=\"(max-width: 500px) 100vw, 500px\" alt=\"image\"\/><\/a><\/figure>\n<\/div>\n<\/div>\n<p>In Dawngate, ranked play was gated behind reaching a player level of 30 and individual matches along the way granted very small amounts of base XP. The Karma voting system functioned as a multiplier, which meant that positive play resulted in significantly more XP over time. High karma also earned significantly better items that for the pre-game loadout configurations that conferred bonuses in-game. The only other way to obtain the better loadout configuration items was to spend real money. As such, anyone who wanted to play seriously would have to either spend a lot of money or be a helpful and positive player\u2026 or both. Further, account actions like being banned for toxicity would reset the toxic player\u2019s account level to 1, meaning they would have to grind their way back up to ranked again. By the time players reached level 30 for ranked play, the positivity and karma system had already done its job at establishing positive community environment norms.<\/p>\n<div class=\"npf_row\">\n<div class=\"npf_col\">\n<figure class=\"tmblr-full\"><a rel=\"nofollow\" target=\"_blank\" class=\"post_media_photo_anchor\" data-big-photo=\"https:\/\/64.media.tumblr.com\/5264edd7a83a3d21b02c382c7c749e01\/1c18fa24b0ba2385-10\/s1280x1920\/1925eda628bd081f69579ba05204153f6d0686da.gifv\" data-big-photo-height=\"\" data-big-photo-width=\"\"><img decoding=\"async\" class=\"post_media_photo image\" src=\"https:\/\/64.media.tumblr.com\/5264edd7a83a3d21b02c382c7c749e01\/1c18fa24b0ba2385-10\/s400x600\/8503a181fc65b5261233581bbb435e8bf4b06a8c.gifv\" srcset=\"https:\/\/64.media.tumblr.com\/5264edd7a83a3d21b02c382c7c749e01\/1c18fa24b0ba2385-10\/s75x75_c1\/d1fce07ba854f4a8e7d9c5d5c749fe1e3e95a909.gifv 75w, https:\/\/64.media.tumblr.com\/5264edd7a83a3d21b02c382c7c749e01\/1c18fa24b0ba2385-10\/s100x200\/08ba4f6427f77997b7748abdede7ac73c44ef2fc.gifv 100w, https:\/\/64.media.tumblr.com\/5264edd7a83a3d21b02c382c7c749e01\/1c18fa24b0ba2385-10\/s250x400\/f0f40f7b0b42b9d90973d3e24055091580e430d8.gifv 250w, https:\/\/64.media.tumblr.com\/5264edd7a83a3d21b02c382c7c749e01\/1c18fa24b0ba2385-10\/s400x600\/8503a181fc65b5261233581bbb435e8bf4b06a8c.gifv 320w\" sizes=\"(max-width: 320px) 100vw, 320px\" alt=\"image\"\/><\/a><\/figure>\n<\/div>\n<\/div>\n<p>It\u2019s really a fascinating examination of system incentives here. Player behavior is proportionally correlated to the value of the incentives for that system. If incentives for a system are weak, the resulting player behavior will be weakly correlated. If the incentives are strong, the system will be a large factor in shaping community behavior. But it\u2019s also risky &#8211; you risk many players simply bouncing off the game if they don\u2019t like it.<\/p>\n<p>[<a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/discord.gg\/jB3R8BZ\" target=\"_blank\">Join us on Discord<\/a>] and\/or [<a rel=\"nofollow\" target=\"_blank\" href=\"https:\/\/www.patreon.com\/m\/axl99_aagd\" target=\"_blank\">Support us on Patreon<\/a>]<\/p>\n<p>Got a burning question you want answered?<\/p>\n<\/p><\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/askagamedev.tumblr.com\/post\/826207604021870592\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The reason Dawngate\u2019s system worked wasn\u2019t the voting on its own. Lots of games have&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2128,2129,753,2130,2131],"tags":[2124,2125,2074,2126,2127],"class_list":["post-1020","post","type-post","status-publish","format-standard","hentry","category-community-management","category-dawngate","category-design-principles","category-incentives","category-system-design","tag-community-management","tag-dawngate","tag-design-principles","tag-incentives","tag-system-design"],"_links":{"self":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts\/1020","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/comments?post=1020"}],"version-history":[{"count":0,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/posts\/1020\/revisions"}],"wp:attachment":[{"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/media?parent=1020"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/categories?post=1020"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/x.sheep-mine.ts.net\/index.php\/wp-json\/wp\/v2\/tags?post=1020"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}