Measure
Level and experience measure
You might say: where progression is now
The current level and cumulative experience locate the player on a progression curve.
- What it does
- Makes pacing and unlock timing inspectable.
- Ask
- What is the next-level cost, XP income and time-to-level?
What to look for
- Current level and experience
- Progress toward the next level
Sources
- Bulbapedia, Experience
The amount of experience points a Pokémon has is tied directly to its level.
- Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves, cost/progression relationships
Leveling is also transitive: a higher-level character is better than a lower-level character in nearly every RPG I can think of.
- Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves, “Examples of Transitive Mechanics”; “Cost Curves”
Leveling is also transitive: a higher-level character is better than a lower-level character in nearly every RPG I can think of.
- Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies, “Sink Type: Fixed (Constant)”; “Source Type: Trickle (Linear)”
The one time cost in XP to earn the next level in an RPG.
- Bulbapedia, Experience, “Relation to level”; “Experience table”
The amount of experience points a Pokémon has is tied directly to its level.
Use it on your project
teardown-apply: hold "Level and experience measure" (level-measure) 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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