About the author
Antti Kananen
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
Journal 7 Antti Kananen May 27
In the current era of incipient genre-blending, the walls separating campaign, mixed, and multiplayer experiences can be dissolved.
The above images:
1) three vertical vectors, and 2) three interconnected loops — illustrate the Campaign, Mixed, and Multiplayer modes and their interlinking red arrows, symbolizing this systems design approach.
This direction encourages player autonomy while enabling e.g., a continuous flow of character and gear progression across distinct yet connected gameplay experiences / sub-vectors. In this article, we explore how this tri-vector design can create a rich, player-driven experience where gameplay modes evolve organically, offering new frontiers for e.g., RPGs, MMORPGs, looter shooters, and beyond — in a way we’re talking about blending and cross-play innovation through certain gameplay mechanisms fitting for achieving this innovation depth.
Note: Readers should acknowledge that there can be duo-vector approaches as well to achieve blending between campaign, and multiplayer modes; however, without the mixed layer, in-between, lots of emergent, systematic, cross-mode-experience, and live ops potential would be lost — along with innovation depth. Whilst I’m stating this, obviously, one can achieve lots of depth with just blending two vectors / loops, and it’s all fine, but there will be still interconnected and cross-mode-experience lost, which results to lost gameplay innovation depth.
How this type of a game would look? Let’s think about a game world where players can:
The three progression vectors (Campaign, Mixed, Multiplayer) act as pillars, each with its “own” core loop; yet interconnected through flexible mechanics and systemic design. The Mixed mode becomes the hinge point, a dynamic corridor through which players migrate between solitary and social playstyles. The autonomy to remain in one mode or cross into others can be flexible; though through cross-jump-experience in this direction is the one that defines the ultimate player journey.
To nail this design, one easy way to do so would be having interconnected quest system, which in this model becomes a multidimensional map rather than a linear path.
Players might encounter:
In terms of win/lose conditions, these missions shouldn’t rely on binary success/failure conditions. Instead, they should adopt e.g., threshold-based completion models.
For instance:
This systemic fluidity respects player freedom while encouraging experimentation and social overlap.
This direction isn’t just a UX novelty — it’s a transformative design opportunity, especially for:
Live operations in this model can transcend content updates.
The vectors themselves become modular live systems:
These sub-vectors act as meta-layers where auxiliary systems (e.g., crafting, stashing, scoring) evolve based on which vectors players frequent. Thus, even peripheral progression is vector-sensitive, enriching the depth of live content.
With 3-vector approach, economy and progression mechanisms are quite simple still to be looked into:
On top of that, you can build:
Full scaling and control should be pretty straight-forward to be designed even for these 3 main vectors / loops — from engagement, economy, monetization, and progression strategies to fully configurable and scalable live experiences.
A tri-vector design encourages a nuanced monetization framework:
This tri-vector design framework isn’t merely about allowing players to jump between modes. It’s about crafting a world where campaign, mixed, and multiplayer loops harmonize into an emergent, systemic experience. The goal is to offer freedom without fragmentation—a unified progression model where discovery, collaboration, and mastery flourish.
I believe this direction remains largely unexplored and unembraced. But its potential, especially in RPGs and Shooters, is immense. Studios ready to experiment with this structure could pioneer new depths in emergent storytelling, cooperative systems, and dynamic live service ecosystems.
About the author
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
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