Part

Capability progression

You might say: new things the player can do

Capability progression changes the action set or the player's understanding as progress accumulates.

What it does
Keeps the game learning curve and power curve connected.
Ask
Does this unlock create a new decision or problem, or only increase a number?

Parts

Sources

  1. Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 253As they gain more knowledge of the game world (using knowledge as an in-game resource), a player is able to do more and perform better.
  2. Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves, cost curves and progression prerequisitesyou also spend ADAM to buy new special abilities; higher-level abilities are just better (e.g. doing more damage) than their lower-level counterparts, but they cost more to buy.
  3. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 72–76Each class should have a unique set of different skills and abilities.
  4. Raph Koster, Game design is simple, actually, “Variation and escalation”; “Pacing and balance”What you want is to be able to throw increasingly complex situations at the player. That’s how they climb the learning ladder.

Use it on your project

teardown-apply: hold "Capability progression" (capability-progression) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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