Goals of Progression Systems in Games - Deepstash
Goals of Progression Systems in Games

Goals of Progression Systems in Games

howtomakeanrpg.com

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Goals of XP and Levels

Goals of XP and Levels

Experience points and levels are used to:

  1. Give players a sense of achievement
  2. Indicate how far a player is down the hero's journey
  3. Gradually introduce complex mechanics
  4. Control the flow of content

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Goal 1: Give players a sense of achievement

Goal 1: Give players a sense of achievement

Leveling up is a way of acknowledging the player's efforts and congratulating them for doing a good job.

The more difficult it is to reach a certain level, the more meaningful the achievement feels. So in order for a level to have value, players need to struggle and overcome adversity to reach it. Higher levels require more XP and take longer to reach because the time invested is proportional to the reward.

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Goal 2: Indicate how far a player is down the hero's journey

Goal 2: Indicate how far a player is down the hero's journey

Levels describe the players growth as they overcome obstacles in the game. Every time they level up they become stronger and can fight more powerful enemies. This combat difficulty usually follows a step function, where fighting enemies becomes briefly easier only to become even harder than before.

In RPGs players are literally on a hero’s journey — their level indicates how far they’ve come from the starting point and hint how far is left to go.

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Goal 3: Gradually introduce complex mechanics

Goal 3: Gradually introduce complex mechanics

Battle mechanics in RPGs are too complicated to be shown to new players all at once. Instead, mechanics are introduced in understandable chunks as players level up.

At level 1 players have only the basic mechanics available, and as they level up they unlock new abilities and spells.

This pattern applies to enemies as well. Early in the game enemies have simple behaviors and abilities, but as players level up and progress to new areas, enemies gain special attacks and advanced abilities.

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Goal 4: Control the flow of content

Goal 4: Control the flow of content

Levels help control:

  • how players navigate the world (e.g. players will steer away from an area with enemies that are too powerful for them)
  • how quickly players can kill monsters, which in turn controls how fast players can advance to the next area

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Building the future @Deepstash Check my alt account @ocpodariu for tech ideas

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