Part
Progression
You might say: how capability changes over time
Progression changes what the player can do, understand or afford as play continues.
- What it does
- Paces new capability and complexity against the player's growing mental model.
- Ask
- What changes, at which pace, and what new problem or choice makes the next step worthwhile?
What to look for
- New capability during play
- A newly affordable option
Parts
- Progression curves: A progression curve relates a measure such as level or time to cumulative progress, capability or cost; distinguish total progress from the marginal cost of the next step.
- Unlock gates: An unlock gate sets the cost, prerequisite or threshold for a new capability.
- Capability progression: Capability progression changes the action set or the player's understanding as progress accumulates.
- Level and experience measure: The current level and cumulative experience locate the player on a progression curve.
Sources
- Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 253
Nearly all games present the player with some way to progress—to increase in ability, power, resources, or knowledge.
- Ian Schreiber, Level 3: Transitive Mechanics and Cost Curves, prerequisites, limitations and 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.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 72–77; contents p. ix, ch. 11 pp. 247–270
Access can be used to gain more rewards or can be required to progress through the game.
- Raph Koster, Geek Fun Isn’t Frivolous, “Mental models” and “learning”; author discussion of A Theory of Fun
The ultimate goal of a game designer is to create a rule set, a model, a simulation, that offers self-refreshing game play, to extend the cognitive challenge by presenting ever more complex patterns to absorb.
- Raph Koster, Game design is simple, actually, sections “Loops,” “Variation and escalation,” “Pacing and balance”
The second loop is really your progression loop but is better thought of as a spiral.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, Balance in Single-Player Games: later levels, increasing difficulty and pacing
the later levels of video games are usually harder than the earlier levels.
Use it on your project
teardown-apply: hold "Progression" (progression-system) 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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