Missions
Last updated
Last updated
Build your Missions with dependency on the Levels - every new level the player will unlock a set of 3-5 new missions. This way the players are not overloaded with a big number of missions at the same time.
Points in the missions can be built in a way that the players need to complete ±70% of the tasks in order to get enough points to the next level.
Note that with such an approach it's ok to have a situation when players on Level 5 have some not completed missions from levels below.
Give a good description for “locked” missions - what players should do in order to unlock them. If no description is given, the locked mission will show which level or which mission has to be completed first in order for it to be unlocked.
Don’t make available at the same time missions that are expecting the same actions from the player. E.g. “Login 5 days in a row” and “Login 3 days in a row” shouldn't be available at the same time. The same goes for “Make 50 EUR deposit” and “Make 300 EUR deposit”. Such missions should unlock each after another, e.g. “Login 3 days in a row” will unlock “Login 5 days in a row”
But in some cases, it could be ok to run missions with similar tasks in parallel, e.g. “Make 1000 bets” and “Make 300 bets in 24 hours”
Teach players gradually - keep beginner missions with one task only. E.g. “Make your first deposit”, “Login tomorrow”, “Make 5 bets”, etc. On the next levels, you can make missions that require completing multiple tasks.
In the first levels use a ‘quantitative’ approach and simple for understanding tasks. E.g. after completing the mission “Make 10 bets”, you can give a mission “Make 50 bets”. On later stages, you can introduce more complex tasks like “Make 50 bets in 10 minutes in Golden Slot’ or ‘Win 30 times of your bet in Roulette'
Missions that would require opt-in - in this case the user will start progressing within the tasks of the mission only after explicitly opting in to it:
Setting up a "Time limit" for the mission - with this feature you can limit the user in time that is given to complete a mission. Depending on the mission configuration, the countdown will start when the mission is unlocked or if it requires opt-in, from the time when the user opted in.
Multi-currency amount provides the possibility to tune mission names or descriptions according to the user's currency. As soon as the values are defined you can use them in the mission name and descriptions with placeholder tag {{amount}}.
Example of usage in mission description: 'To unlock this mission you should deposit in total {{amount}} {{state.core_wallet_currency}}' For such a mission users of EUR currency will see the amount and currency name matching to EUR configuration and users of USD own value.
Notes:
Support of multicurrency depends on your product integration.
You can leave values for some currencies empty and set only the 'Default' field, in such case, all users of not defined currencies will see the value of 'Default'.
Multi-currency amount in Mission Tasks
You can tune the task name according to the user currency. Use the placeholder tag {{amount}} in the task name once values are defined.
For example: 'Bet {{amount}} {{state.core_wallet_currency}} in total' Could be transformed based on the user currency to: 'Bet 100 EUR in total' or 'Bet 120 USD in total'
For the task that is expecting the user to collect a specific SUM of bets, deposits, points, etc. The 'Multi-currency amount' will be used to evaluate the completion of the task.
You can schedule a mission to unlock at a specific time using the ‘Availability Period’ feature, which allows you to set a Start and End date for the mission. This feature is compatible with all mission types, including Recurring, Recurring Upon Completion, Locked, Featured Manually, and Generally Available missions.
You can configure either the Start and End dates or just one (e.g., only a Start date or only an End date).
Before the Start Date: The mission will appear under the Locked tab with a label indicating the start date and a countdown timer showing the time remaining until it becomes available.
After the Start Date: The mission will move to the Available tab, ready for players to engage.
If the time to complete the mission is reached and the mission is not completed, it moves to the Missed tab with an Expired label.
For recurring missions, there will not be an Epxpired label only a timer showing the time left till the next reset date.
If the End date is reached and the mission is not completed, it moves to the Missed tab with an Expired label. For recurring missions, this means the mission will not reappear.
Keep in mind that the availability period works in combination with other settings such as:
Time to complete the mission
Opt-in
Hide mission when expired
Recurrence of mission (for recurring missions only)
The behavior of the mission on the user interface (UI) will depend on how these settings are configured together.
You can choose whether to expose expired and not completed missions or to hide them. A mission is considered expired when its set duration has passed and the player did not complete it. The option to show/hide the expired missions is located in the missions template within the BO and is available only if you have set a time limit. If a mission expires, the ‘Hide mission when expired’ is disabled, and the user hasn’t completed it, it moves to the Missed tab. In case the user completes it before it expires, the mission moves to the Completed tab. If the ‘Hide mission when expired’ is enabled, it will disappear from the gamification widget when the mission expires.
‘Hide mission when expired’ will not be available if you haven’t set a time limit to the Mission!
When a recurring mission expires, and the option ‘Hide mission when expired’ is disabled, it will go to the missed tab with a countdown timer. The counter shows the time till the mission becomes available again. The same logic is applied if the mission is completed - it will go to the Completed tab with a countdown timer.
The table below outlines various mission types with the 'Hide mission when expired' option and their respective behaviors upon completion or expiration.
Recurring with Time Limit set
Yes
Goes to the completed tab with countdown timer
Disappears from GF Widget
Recurring with Time Limit set
No
Goes to the completed tab with countdown timer
Goes to the Missed tab with countdown timer
Available locked with Time Limit set
Yes
Goes to the completed tab
Disappears from GF Widget
Available locked with Time Limit set
No
Goes to the completed tab
Goes to the missed tab
Generally Available with Time Limit set and opt-in or Sheduled
Yes
Goes to the completed tab
Disappears from GF Widget
Generally Available with Time Limit set and opt-in or Sheduled
No
Goes to the completed tab
Goes to the missed tab
Featured manually with Time Limit set
Yes
Goes to the completed tab
Disappears from GF Widget
Featured manually with Time Limit set
No
Goes to the completed tab
Goes to the missed tab
Players can manually claim rewards after completing missions. The 'Enable reward claiming' option can be found within the Missions template in the BO, and it is available for all mission types. By default, this option is disabled, meaning rewards will be automatically released to the player upon mission completion.
When enabled, players must manually claim their rewards after completing a mission by pressing the ‘Claim reward’ button. Until then, the reward will not be released. Completed missions with unclaimed rewards can be found in the 'Completed' tab with a ‘Reward not claimed’ label. Players can then open the mission pop-up to claim their reward.
Keep in mind that if ‘Enable reward claiming’ is ON, the points from the mission tasks will also be given to the user only after the reward is manually claimed from the player until then no points will be awarded.
Operators can also manually claim rewards for a specific player in the BO from two locations: 1. From the mission template -> Users Completed
2. From the user profile page -> Active Missions
The 'Display progress as count' option is located in the Mission template -> Tasks within the BO. This option allows you to show the remaining number of event occurrences as a count (e.g., 35/100) instead of a percentage in the progress bar of the mission. This feature is available for both single and multiple-task missions.
By default, this option is disabled, so the progress bar will display a percentage.
When enabled for missions with multiple tasks, each task will display progress as a count, while the overall progress bar will still show a percentage.
The 'Display progress as count' option can be configured per task and is available only for the following multi-action tasks:
'Complete action a few times'
'Complete action a few times, with a unique attribute'
'Complete action a few times, check a SUM of attribute'
You can manually unlock locked missions for specific user segments. For example, if a mission is set to unlock at level 7, you can unlock it for users who have already reached that level before the mission was created.
The 'Manual Unlock' option is available only for active ‘Available, Locked’ missions and does not apply to missions in 'Draft' or 'Archived' status. You'll find this option under the 'More' dropdown. Use conditions and 'OR' groups to define the user segments you wish to unlock the mission for. Once a mission is manually unlocked for these users, it cannot be reverted back to locked.
You can also manually complete missions for specific user segments. For example, if you create a KYC mission and some users have already completed KYC before the mission was created, you can manually complete the mission and reward those users.
The ‘Manual Complete’ option is available for all types of missions in status Active. You'll find this option under the 'More' dropdown. Use conditions and 'OR' groups to define the user segments you wish to complete the mission for. Once a mission is manually completed for these users, it cannot be reverted back and the rewards will be issued, unless manual reward claiming is enabled.
Keep in mind the following specifics when you Manually Complete a mission:
Locked missions will not be unlocked, but rewards will be issued to players unless manual reward claiming is enabled.
For locked missions, it's recommended to first unlock the mission for a specific user segment before completing it. However, if you choose to complete the mission first, you can manually unlock it later from the BO.
When manually completing missions with Opt-in, the players will not be automatically opted in after the completion.
We’ve improved the functionality of ‘Featured Manually’ missions by introducing a new option called 'Progress Reset Mode'. This feature gives you greater flexibility in managing mission progress when assigning a mission via a campaign, automation rule, or manually through the user profile page. You can now choose how the mission’s progress is handled, based on its current state (mission completed or not completed). The following three options are available:
Keep progress if the mission was already given to the user - The mission’s progress remains unchanged, regardless of whether it is completed, not started, or in progress but incomplete.
Reset progress, if the mission was given, but not Completed yet - The mission’s progress will be reset if the mission is not completed yet. The mission will appear in the ‘Overview’ and ‘Available’ tabs with no progress.
Reset process and restart mission, if it was given and already completed - The mission’s progress will be reset even if it has already been completed. The mission moves from the ‘Completed’ tab back to the ‘Overview’ tab with no progress.
You can find "Gamification: missions" data cube in the Data Studio in Smartico Back Office
You can access DWH with the row data about all facts related to the missions. This topic is explained in the Access to DWH article. The tables related to the missions are:
g_ach_completed - facts of completing missions
g_ach_optin - facts of opt-ins
g_ach_claimed - facts of claimed prizes
dm_ach - dictionary of all missions and badges defined in your setup