<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Elements of Progression in Games</title>
	<atom:link href="http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/</link>
	<description>Game development, design, and discussion</description>
	<lastBuildDate>Mon, 16 Aug 2010 08:13:09 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	
	<item>
		<title>By: aschearer</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-374</link>
		<dc:creator>aschearer</dc:creator>
		<pubDate>Mon, 31 Aug 2009 20:36:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-374</guid>
		<description>&lt;p&gt;Interesting, looks like we have some good candidates to add to [updownleftleft.com](http://updownleftleft.com)!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Interesting, looks like we have some good candidates to add to [updownleftleft.com](http://updownleftleft.com)!</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Tom</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-373</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Mon, 31 Aug 2009 20:33:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-373</guid>
		<description>&lt;p&gt;I think it&#039;s kind of an unlockable. It&#039;s usually the same kind of gameplay, but extended, like earning access to special moves in a fighter or something. Gated skill stuff.&lt;/p&gt;

&lt;p&gt;Early pay-off is an interesting question, and I guess super important when you&#039;ve only got a minute or so to hook someone. In my situation the initial player investment is slightly higher: odds are they&#039;ll give me five or ten minutes of their time to really get a sense of the game.&lt;/p&gt;

&lt;p&gt;One thing that&#039;s interesting to me is a currency progression mechanic, not quite sure how it fits in to this. But basically a way to give access to further rewards in a partial way, so that you&#039;re always getting a little more. Picking up gold in Diablo or GTA are great examples of this: the currency itself doesn&#039;t do anything, but it allows you access to new stuff, so you feel like you&#039;re always getting something new.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I think it&#8217;s kind of an unlockable. It&#8217;s usually the same kind of gameplay, but extended, like earning access to special moves in a fighter or something. Gated skill stuff.</p>

<p>Early pay-off is an interesting question, and I guess super important when you&#8217;ve only got a minute or so to hook someone. In my situation the initial player investment is slightly higher: odds are they&#8217;ll give me five or ten minutes of their time to really get a sense of the game.</p>

<p>One thing that&#8217;s interesting to me is a currency progression mechanic, not quite sure how it fits in to this. But basically a way to give access to further rewards in a partial way, so that you&#8217;re always getting a little more. Picking up gold in Diablo or GTA are great examples of this: the currency itself doesn&#8217;t do anything, but it allows you access to new stuff, so you feel like you&#8217;re always getting something new.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: aschearer</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-370</link>
		<dc:creator>aschearer</dc:creator>
		<pubDate>Sat, 29 Aug 2009 23:37:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-370</guid>
		<description>&lt;p&gt;Exactly. You&#039;re point about the cost of the different approaches is really insightful. Trying to take advantage of story-driven progression is going to cost a lot more in terms of planning, design, and content than skill-driven progression. That&#039;s a whole new axis by which to evaluate these different schemes. &lt;/p&gt;

&lt;p&gt;Right now I&#039;m primarily trying to identify when these mechanics &quot;pay off&quot;. For example, you cite RE5&#039;s weapon-leveling mechanic. This mechanic doesn&#039;t start to reward the player at least until he reaches the first new level. Even then it might not start to be really enjoyable until you&#039;ve earned a few levels. What can we do to make sure that the player reaches the next level and continues leveling up? This is where you might invest in a more expensive, more immediate pay off method such a story.&lt;/p&gt;

&lt;p&gt;Also, what type of progression mechanic would this RPG element fall under? It doesn&#039;t quite fit into any of the above categories, is it gameplay progression or unlockable progression? I don&#039;t think so, it&#039;s more like &quot;pimp out my character&quot;-progression.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Exactly. You&#8217;re point about the cost of the different approaches is really insightful. Trying to take advantage of story-driven progression is going to cost a lot more in terms of planning, design, and content than skill-driven progression. That&#8217;s a whole new axis by which to evaluate these different schemes. </p>

<p>Right now I&#8217;m primarily trying to identify when these mechanics &#8220;pay off&#8221;. For example, you cite RE5&#8242;s weapon-leveling mechanic. This mechanic doesn&#8217;t start to reward the player at least until he reaches the first new level. Even then it might not start to be really enjoyable until you&#8217;ve earned a few levels. What can we do to make sure that the player reaches the next level and continues leveling up? This is where you might invest in a more expensive, more immediate pay off method such a story.</p>

<p>Also, what type of progression mechanic would this RPG element fall under? It doesn&#8217;t quite fit into any of the above categories, is it gameplay progression or unlockable progression? I don&#8217;t think so, it&#8217;s more like &#8220;pimp out my character&#8221;-progression.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Tom</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-369</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Sat, 29 Aug 2009 23:27:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-369</guid>
		<description>&lt;p&gt;Okay, I think I better understand what you mean. In your progression example, skill and mechanic progression are basically the same thing, except skill isn&#039;t explicitly gated, it&#039;s gated by user behaviour, right?&lt;/p&gt;

&lt;p&gt;This is a pretty cool subject for me because I&#039;ve been thinking a lot about low-investment high-yield progression mechanics for the game I&#039;m working on at EA. For instance, challenge progression is a lot cheaper to do than mechanic or unlockable progression, because you can number-tune challenge progression. With the other two you have to generate brand-new content to fill them up.&lt;/p&gt;

&lt;p&gt;Resident Evil 5 has a great example of both unlockable / mechanic progression paired with a purely statistical unlockable system. You can buy / find new guns, which presents you with somewhat new gameplay stategies. Each new gun is a fixed cost from an art and animation perspective. Where it gets clever is their addition (and this is a staple of RE) of an upgrade mechanic that turns each new gun into a deep progression tool. But each level of progression for a gun is significantly cheaper than a brand new gun: it&#039;s just a matter of tuning and balance.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Okay, I think I better understand what you mean. In your progression example, skill and mechanic progression are basically the same thing, except skill isn&#8217;t explicitly gated, it&#8217;s gated by user behaviour, right?</p>

<p>This is a pretty cool subject for me because I&#8217;ve been thinking a lot about low-investment high-yield progression mechanics for the game I&#8217;m working on at EA. For instance, challenge progression is a lot cheaper to do than mechanic or unlockable progression, because you can number-tune challenge progression. With the other two you have to generate brand-new content to fill them up.</p>

<p>Resident Evil 5 has a great example of both unlockable / mechanic progression paired with a purely statistical unlockable system. You can buy / find new guns, which presents you with somewhat new gameplay stategies. Each new gun is a fixed cost from an art and animation perspective. Where it gets clever is their addition (and this is a staple of RE) of an upgrade mechanic that turns each new gun into a deep progression tool. But each level of progression for a gun is significantly cheaper than a brand new gun: it&#8217;s just a matter of tuning and balance.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: aschearer</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-368</link>
		<dc:creator>aschearer</dc:creator>
		<pubDate>Fri, 28 Aug 2009 00:24:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-368</guid>
		<description>&lt;p&gt;Hey Tom, glad you liked the post. I don&#039;t think they&#039;re quite the same actually, though certainly related. When I think about challenge progression I&#039;m thinking of, say, Tetris. As you reach higher levels it speeds up and gets harder, but the skills necessary to play never change. On the other hand, when I think of skill progression I think of something like a 2-d figher. The move list/items/etc are constant throughout the experience but you learn how to perform those moves in more sophisticated ways.&lt;/p&gt;

&lt;p&gt;Anyway, that&#039;s my 2c I&#039;m looking forward to hearing what you think!&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey Tom, glad you liked the post. I don&#8217;t think they&#8217;re quite the same actually, though certainly related. When I think about challenge progression I&#8217;m thinking of, say, Tetris. As you reach higher levels it speeds up and gets harder, but the skills necessary to play never change. On the other hand, when I think of skill progression I think of something like a 2-d figher. The move list/items/etc are constant throughout the experience but you learn how to perform those moves in more sophisticated ways.</p>

<p>Anyway, that&#8217;s my 2c I&#8217;m looking forward to hearing what you think!</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Tom</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-367</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Fri, 28 Aug 2009 00:14:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-367</guid>
		<description>&lt;p&gt;I think what you&#039;re talking about could be abstracted a little more - aren&#039;t skill and challenge the same in this context? Basically, increased difficulty paired against experience?&lt;/p&gt;

&lt;p&gt;Cool post though; I&#039;ll have to think on this a little.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I think what you&#8217;re talking about could be abstracted a little more &#8211; aren&#8217;t skill and challenge the same in this context? Basically, increased difficulty paired against experience?</p>

<p>Cool post though; I&#8217;ll have to think on this a little.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: aschearer</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-365</link>
		<dc:creator>aschearer</dc:creator>
		<pubDate>Thu, 27 Aug 2009 16:45:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-365</guid>
		<description>&lt;p&gt;Hey Gornova, I think you&#039;re absolutely right. I&#039;m not sure what the name would be for it but what you&#039;ve described does seem like another possible progression mechanic. Part of what you are talking about is story-progression, it seems to me, but the aspects dealing with choice and compounding decisions strikes me as being distinct.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey Gornova, I think you&#8217;re absolutely right. I&#8217;m not sure what the name would be for it but what you&#8217;ve described does seem like another possible progression mechanic. Part of what you are talking about is story-progression, it seems to me, but the aspects dealing with choice and compounding decisions strikes me as being distinct.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Gornova</title>
		<link>http://www.anotherearlymorning.com/2009/08/elements-of-progression-in-games/comment-page-1/#comment-364</link>
		<dc:creator>Gornova</dc:creator>
		<pubDate>Thu, 27 Aug 2009 13:29:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.anotherearlymorning.com/?p=960#comment-364</guid>
		<description>&lt;p&gt;A good point of game design.
I don&#039;t think that is possibile to have an exaustive list of all elements of progessions, because differente element can be mixed and for player and designer too can&#039;t be obviuous to organize into category.&lt;/p&gt;

&lt;p&gt;I&#039;ve read many articles about this topic and maybe some progression that you don&#039;t mention is choice. Think about an rpg, like gothic 1 or 2.
You are nameless hero, a bandit without name. You can join one of three faction into your journey, but only one at time. This can be an element both of progression and re-play value, don&#039;t you think?
If i can&#039;t explore some part of game world if i don&#039;t join to particular faction, maybe i can play again, with other factions.
This can be a good element of progression: in one play, you can&#039;t explore everthing of your game. 
what do you think?&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>A good point of game design.
I don&#8217;t think that is possibile to have an exaustive list of all elements of progessions, because differente element can be mixed and for player and designer too can&#8217;t be obviuous to organize into category.</p>

<p>I&#8217;ve read many articles about this topic and maybe some progression that you don&#8217;t mention is choice. Think about an rpg, like gothic 1 or 2.
You are nameless hero, a bandit without name. You can join one of three faction into your journey, but only one at time. This can be an element both of progression and re-play value, don&#8217;t you think?
If i can&#8217;t explore some part of game world if i don&#8217;t join to particular faction, maybe i can play again, with other factions.
This can be a good element of progression: in one play, you can&#8217;t explore everthing of your game. 
what do you think?</p>]]></content:encoded>
	</item>
</channel>
</rss>

<!-- Dynamic Page Served (once) in 0.506 seconds -->
