Background

How to design progression in games?

Anton Slashcev

๐—›๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐˜๐—ต๐—ฒ ๐—ธ๐—ฒ๐˜† ๐—ฝ๐—ถ๐—น๐—น๐—ฎ๐—ฟ๐˜€ ๐˜๐—ผ ๐—ด๐—ฒ๐˜ ๐—ถ๐˜ ๐—ฟ๐—ถ๐—ด๐—ต๐˜:

๐Ÿ”„ Mastery loop: skills deepen, challenges scale
๐Ÿš€ Power curve: stats and tools unlock at spikes
๐Ÿ“– Narrative stakes: story reveals gated by milestones
โš–๏ธ Economy sync: resources earned โ‰ˆ resources needed

๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—ท๐—ผ๐˜‚๐—ฟ๐—ป๐—ฒ๐˜† ๐—บ๐—ฎ๐˜๐˜๐—ฒ๐—ฟ๐˜€ ๐˜๐—ผ๐—ผ:

๐ŸŽ Early game = instant gratification (starter kit, easy wins)
๐Ÿ›ค๏ธ Mid-game = branching choices, role definition
๐Ÿ‘‘ Late-game = prestige, exclusive rewards, social proof

๐—ง๐—ต๐—ฒ ๐—ฝ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ณ๐—น๐—ผ๐˜„ ๐—ถ๐˜€ ๐˜€๐—ถ๐—บ๐—ฝ๐—น๐—ฒ ๐—ฏ๐˜‚๐˜ ๐—ฝ๐—ผ๐˜„๐—ฒ๐—ฟ๐—ณ๐˜‚๐—น:
Act โ†’ Reward โ†’ Invest โ†’ Unlock โ†’ Repeat

๐—•๐—ฒ๐—ณ๐—ผ๐—ฟ๐—ฒ ๐˜†๐—ผ๐˜‚ ๐—ฑ๐—ฒ๐˜€๐—ถ๐—ด๐—ป, ๐—ฎ๐˜€๐—ธ ๐˜†๐—ผ๐˜‚๐—ฟ๐˜€๐—ฒ๐—น๐—ณ:
โ€ข Does every 5-minute chunk move the player forward?
โ€ข Can veterans show off without breaking balance?
โ€ข Is the slowest path still fun for free players?
โ€ข Do live-ops accelerate, not replace, the main ladder?

๐—–๐—ต๐—ฒ๐—ฐ๐—ธ๐—น๐—ถ๐˜€๐˜ ๐—ณ๐—ผ๐—ฟ ๐—ต๐—ฒ๐—ฎ๐—น๐˜๐—ต๐˜† ๐—ฝ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป:
โœ… Clear short-term goals
โœ… Visible medium-term goals
โœ… Compelling long-term goals
โœ… Balanced time-to-goal (1 min, 1 hr, 1 week arcs)
โœ… Fail-forward friction (setbacks cost some progress, never all)

๐—ช๐—ต๐—ฎ๐˜ ๐˜๐—ผ ๐˜๐—ฟ๐—ฎ๐—ฐ๐—ธ: ๐Ÿ“Š
โ€ข Level completion rate (85โ€“95%)
โ€ข Daily quests finished (50%+)
โ€ข End-game feature usage (60 min/week)
โ€ข Upgrade conversion (3โ€“5%)

Progression is both science and art.
Design it well, and players will keep climbing your ladder.

Which progression system do you think keeps players hooked the most?

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