What are the best game systems for creating a sense of progression and achievement?
Game design is all about creating engaging and rewarding experiences for players. One of the key elements of a good game is a sense of progression and achievement, which motivates players to keep playing and explore the game world. But how do you design game systems that provide this feeling? In this article, we will look at some of the best game systems for creating a sense of progression and achievement, and how they work.
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Leonardo CunhaCreative Director | Game Designer | Game Producer | Project Manager | Product Manager
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Karthik BindumonGame Designer | Instructional Designer | Gamification Consultant | Facilitating fun in learning (without the carpal…
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Florian BoireauMaster's degree | Video game developer. Ready to move anywhere in the world
One of the most common and classic game systems for creating a sense of progression and achievement is the level and experience point system. This system is based on the idea that players earn experience points (XP) by completing tasks, defeating enemies, or exploring the game world, and use them to level up their characters, skills, or abilities. Leveling up gives players a sense of accomplishment, as well as access to new content, features, or challenges. The level and experience point system can be used in various genres, such as role-playing games, action games, or strategy games, and can be customized to fit different game settings, themes, or mechanics.
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Leonardo Cunha
Creative Director | Game Designer | Game Producer | Project Manager | Product Manager
One of the key benefits of experience and leveling systems is their ability to provide a tangible measure of player advancement. As players level up, they can visibly see their character's progression, both in terms of numerical statistics (such as increased health or damage output) and in terms of gameplay abilities (such as unlocking new spells or abilities). Experience and leveling systems contribute to player retention by providing a long-term progression curve. As players invest time and effort into their characters, they become more attached to their progression and are more likely to continue playing to see their characters grow and develop further.
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Providing challenges that are neither too easy nor too difficult fosters an optimal state of engagement, where players are fully immersed in the gaming experience. This ensures that the accumulation of experience points becomes a natural and rewarding outcome of skilled play, reinforcing a sense of accomplishment. the release of dopamine in anticipation of earning experience points plays a vital role in shaping player behavior. Designing the system to offer intermittent and unpredictable rewards enhances the neurochemical response, creating a pleasurable and addictive cycle. This aligns with variable reinforcement to sustain player engagement and a heightened sense of achievement.
Another popular game system for creating a sense of progression and achievement is the achievement and trophy system. This system is based on the idea that players earn achievements or trophies by fulfilling specific criteria, such as completing a level, performing a certain action, or collecting a certain item. Achievements and trophies give players a sense of recognition, as well as feedback on their performance, skills, or exploration. The achievement and trophy system can be used in various platforms, such as consoles, mobile devices, or online services, and can be integrated with social media, leaderboards, or rewards.
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Leonardo Cunha
Creative Director | Game Designer | Game Producer | Project Manager | Product Manager
Achievement or trophy systems are integral to creating a sense of progression and achievement in games. These systems recognize and reward players for completing specific challenges, feats, or milestones within the game, serving as a form of external validation and bragging rights. achievement systems add depth and longevity to the gameplay experience by encouraging players to explore different facets of the game and engage with its content in new and creative ways, which add replayability too.
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By integrating the principles of self-determination theory into the criteria for achievements, game designers can tap into players' intrinsic motivation for autonomy, competence, and relatedness. Incorporating cultural sensitivity into the design, the achievement and trophy system can resonate with diverse player demographics, creating a more inclusive and globally appealing gaming experience.
A third game system for creating a sense of progression and achievement is the quest and objective system. This system is based on the idea that players follow a series of quests or objectives that guide them through the game story, world, or mechanics. Quests and objectives give players a sense of direction, as well as variety, challenge, or choice. The quest and objective system can be used in various types of games, such as narrative games, open-world games, or simulation games, and can be influenced by player actions, decisions, or preferences.
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Acknowledging the diverse cultural storytelling traditions enhances the quest and objective system. Different cultures may possess unique narrative structures, mythologies, and storytelling conventions. By integrating cultural narratives into quest design, game developers can create a more inclusive and culturally resonant experience, catering to the diverse expectations and preferences of their player base.
A fourth game system for creating a sense of progression and achievement is the skill and ability system. This system is based on the idea that players learn or unlock new skills or abilities that enhance their gameplay, such as combat, stealth, or magic. Skills and abilities give players a sense of growth, as well as customization, strategy, or creativity. The skill and ability system can be used in various modes, such as single-player, multiplayer, or co-op, and can be balanced, upgraded, or combined.
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As a player, skills unlocking one after the other is a big thing. A bigger thing is how that skill looks like, as a big MMORPG player, the more the skill has FX the more I feel that I've gotten better. If you are a high level and you unlock a tiny red flame, it's not the same as unlocking a green meteor strike. VFX and SFX are a big part of progression feeling with skills.
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Game designers can enhance the learning experience by aligning skill progression with cognitive load theory. Implementing a tiered system where skills build upon each other or unlock in a sequence triggers the release of dopamine, creating a reinforcement loop that motivates continued skill development. This approach aligns with the principles of operant conditioning, where positive reinforcement increases the likelihood of desired behaviours.
A fifth game system for creating a sense of progression and achievement is the item and resource system. This system is based on the idea that players acquire or craft items or resources that improve their game situation, such as weapons, armor, or potions. Items and resources give players a sense of reward, as well as utility, value, or scarcity. The item and resource system can be used in various economies, such as trading, looting, or crafting, and can be affected by rarity, quality, or durability.
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Introducing rare or unique items as rewards for challenging tasks exploits the psychological principle of rarity and enhances the perceived value of these items. This scarcity-driven reward system not only boosts the sense of accomplishment but also encourages player engagement. By adding elements of risk and reward, where players must decide on item usage or allocation, strategic complexity is introduced. The strategic interaction between different item types and their usefulness within the game world fosters a feeling of mastery and creativity, leading to a more intricate and captivating player experience.
A sixth game system for creating a sense of progression and achievement is the feedback and reward system. This system is based on the idea that players receive feedback and rewards that reinforce their game actions, such as sounds, visuals, or texts. Feedback and rewards give players a sense of satisfaction, as well as information, emotion, or fun. The feedback and reward system can be used in various contexts, such as tutorials, challenges, or secrets, and can be adapted, randomized, or personalized.
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