Incentivizing friendly gameplay through a honour system

What if being a good teammate mattered as much as winning? This passion project explores an honour system for Valorant designed to reward positive play, reinforce community values, and make competitive matches feel better for everyone involved.

Solo Designer

2024

Gaming

Passion Project

Incentivizing friendly gameplay through a honour system

What if being a good teammate mattered as much as winning? This passion project explores an honour system for Valorant designed to reward positive play, reinforce community values, and make competitive matches feel better for everyone involved.

Incentivizing friendly gameplay through a honour system

What if being a good teammate mattered as much as winning? This passion project explores an honour system for Valorant designed to reward positive play, reinforce community values, and make competitive matches feel better for everyone involved.

Incentivizing friendly gameplay through a honour system

What if being a good teammate mattered as much as winning? This passion project explores an honour system for Valorant designed to reward positive play, reinforce community values, and make competitive matches feel better for everyone involved.

Incentivizing friendly gameplay through a honour system

What if being a good teammate mattered as much as winning? This passion project explores an honour system for Valorant designed to reward positive play, reinforce community values, and make competitive matches feel better for everyone involved.

Solo Designer

2024

Gaming

Passion Project

Incentivizing friendly gameplay through a honour system

What if being a good teammate mattered as much as winning? This passion project explores an honour system for Valorant designed to reward positive play, reinforce community values, and make competitive matches feel better for everyone involved.

Solo Designer

2024

Gaming

Passion Project

Solo Designer

2024

Gaming

Passion Project

CONTEXT

The ugly side of online gaming

Valorant is a popular multiplayer tactical first-person shooter (FPS) video game developed and published by Riot Games.

It was officially released on June 2, 2020 and quickly rose to being one of the most popular FPS games. In Valorant, players take on the roles of "agents," each with their own unique abilities, and compete in teams to complete objectives such as planting or defusing a bomb (referred to as the "spike" in the game) or eliminating the opposing team.

The game is free-to-play and supports microtransactions, allowing players to purchase in-game cosmetics such as skins, weapon designs, and other customization options.

PROBLEM DISCOVERY

The ugly side of online gaming

According to a study conducted in 2021.

VALORANT ranked #1 with

0

%

of players reporting for harassment

It's no secret that there is a presence of toxic behaviours in online gaming. These behaviors have been a persistent issue in the gaming community for years. While many gamers are friendly, cooperative, and respectful, a vocal minority of players engage in toxic behavior that can have a detrimental impact on the overall gaming experience.

As a VALORANT player myself, I've experienced these negative interactions first hand. However, I quickly learned that it was a common experience and that I was not alone.

INITIAL PROBLEM STATEMENT

How might we minimize toxicity in VALORANT gameplay?

RESEARCH

Voices from the frontlines

Field Studies

Directly observing and gathering information from VALORANT games

In just one week, I participated in more than 15 VALORANT matches across different game modes. My primary objective was to closely monitor and collect data on toxicity within the game's community. To ensure the most accurate results, I established a set of rules to guide my approach.

Rule #1

Rule #1

Use voice and text chat consistently

Use voice and text chat consistently

Rule #2

Rule #2

Play alone

Play alone

Rule #3

Rule #3

Confront toxic players about their behaviour

Confront toxic players about their behaviour

Key Insights

Toxicity came in many forms

Toxicity can take shape through voice chat, text messages, or in-game taunting, presenting itself in various forms. Although you can mute chat or voice, sometimes that is not enough.

Many triggers for anger

Regardless of the game's outcome, be it a win or a loss, in both Spike Rush or Competitive mode, toxicity could be triggered in many ways.

Are you a girl?

This actually happens more often than you think. It's not always indicative of impending toxicity, but it can spark various reactions and set the stage for different dynamics to unfold.

There are positive players

Without a doubt, there are still very many positive players throughout VALORANT. The extent of the positivity ranges but nevertheless people can be kind.

Over the 15 games I played, I experienced some form of negative behaviour in 8 of them. The severity level of the toxicity varied but could not be predicted based on the game mode. Toxicity can occur in any game mode and can occur even if you are playing well or winning.

I reported only 4 players out of the 15 games I played. 1 was on the opposing team while 3 were my teammates. I based my report on the severity of toxicity they depicted. In this case, all 4 players were taunting other players using poor language via chat or voice.

Interview

Riot Games is already working really hard on improving their system

I asked myself

"Is there anything I can do that Riot hasn't done?"

"Is there anything I can do that Riot hasn't done?"

Coffee chat with a Riot Games Technical Designer

Coffee chat with a Riot Games Technical Designer

I had the amazing opportunity to speak with a designer that worked on Riot's text penalty systems. I learned about important this issue was to Riot and different ways they are trying to overcome this problem.

Revised Problem Statement

How might we incentivize friendly gameplay while minimizing harmful behaviour in VALORANT

Revised Problem Statement

How might we incentivize friendly gameplay while minimizing harmful behaviour in VALORANT

INTRODUCING THE HONOUR SYSTEM

Prioritizing positivity: incentives over negative consequences

Prioritizing positivity: incentives over negative consequences

The goal is to not punish harsher but instead incentivize positivity

POST MATCH VOTING

AGENT SELECT

COLOUR PALETTE

POST MATCH - MOST HONOURABLE PLAYER

HONOUR LEVEL PROGRESSION & HISTORY

IDEATION

Designing within VALORANT's ecosystem

Designing within VALORANT's ecosystem

Information Architecture

Refining the structure and identifying where honour features show

Sketches

Finding space for the honour features within VALORANT's UI

Iterations

Badge or border design? How should we represent honour level within Valorant's UI? Our goals were to make the visual element:

Space Efficiency

Space Efficiency

Using borders is space-efficient and doesn't intrude upon the core gaming interface, allowing players to focus on the action.

Information Accessibility

Information Accessibility

The simplicity of using borders doesn't overwhelm the player with extraneous information.

Non-Invasive

Non-Invasive

Borders are non-invasive and don't distract players during play. I also wanted the borders to fit within the UI and did not seem out of place.

Borders are non-invasive and don't distract players during play.

SOLUTION

Incentives and recognition that turn positive play into lasting reputation

Incentives and recognition that turn positive play into lasting reputation

Incentives

what kind of incentives are there for players?

Rule #1

Avoiding premade exploits

Avoiding premade exploits

To discourage friends from artificially inflating each other's Honor levels, establish rules that limit the number of Honors a player can receive from premade teams.

Rule #2

Scaling rewards

Implement scaling rewards, where the benefits of achieving higher Honor levels are balanced and not overly advantageous to the point of incentivizing undesired behavior.

Rule #3

Weighted Honours

Assign different weightage to honors received from players with varying Honor Levels, encouraging players to consistently exhibit positive behavior to earn honors from higher-ranked peers.

Rule #2

Scaling rewards

Implement scaling rewards, where the benefits of achieving higher Honor levels are balanced and not overly advantageous to the point of incentivizing undesired behavior.

Rule #3

Weighted Honours

Assign different weightage to honors received from players with varying Honor Levels, encouraging players to consistently exhibit positive behavior to earn honors from higher-ranked peers.

REFLECTION

Key takeaways

Designing for behaviour change requires thinking beyond a single feature.

The Honour System works as part of a broader ecosystem, not a standalone mechanic.

Designing systems requires thinking in loops, not screens.

This project pushed me to design beyond individual UI states and consider long-term feedback loops, incentives, and player behaviour over time.

© 2026 Portfolio by Joyce Ni

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© 2026 Portfolio by Joyce Ni

joyceni.design@gmail.com

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© 2026 Portfolio by Joyce Ni

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© 2026 Portfolio by Joyce Ni

joyceni.design@gmail.com

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© 2026 Portfolio by Joyce Ni

joyceni.design@gmail.com

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