Progression Systems

A progression system is any structure that tracks and displays player advancement. Levels, unlocks, skill trees, gear scores - all the ways videogames say "you're getting somewhere." Progression systems answer the question: how does the player know they're advancing?

Practice - what you do

Why Progression Matters

Extrinsic Motivation: Visible progress toward goals. The XP bar filling. The new ability unlocking.

Pacing Control: Gates content behind progression. Ensures players don't access everything immediately.

Investment Creation: The more you've leveled up, the more you have to lose by quitting.

Skill Scaffolding: New abilities introduce new complexity. Progression can match mechanical depth to player readiness.

Power Fantasy: Numbers go up. Character gets stronger. Feels good.

Types of Progression

Character Progression: The avatar improves: stats, abilities, gear.

Example: RPG leveling, skill trees, equipment upgrades

Player Progression: The human improves: skill, knowledge, mastery.

Example: Getting better at Dark Souls. No character stats changed - you changed.

World Progression: The videogame world changes: areas unlock, story advances, state evolves.

Example: Metroidvania unlocks, NPC relationships, world state

Meta Progression: Unlocks that persist across runs/sessions.

Example: Roguelike permanent upgrades, account-wide unlocks

Most videogames combine multiple types.

Progression Structures

Linear: Everyone follows the same path. Level 1 → 2 → 3...

Pro: Easy to balance. Con: No player expression.

Branching: Choose your path through a tree.

Pro: Player agency, replayability. Con: Balance complexity.

Open: Any ability accessible (if you have currency/points).

Pro: Maximum freedom. Con: Trap options, analysis paralysis.

Gated: Progression unlocked by achievements, not just time/XP.

Pro: Ties advancement to accomplishment. Con: Can feel arbitrary.

The Leveling Curve

How fast does the player progress? The leveling curve determines feel:

Linear Leveling: Same XP for each level. Predictable, but can feel grindy late-game.

Exponential Leveling: Each level takes more XP. Early levels fly by; late levels slow down. Creates extended endgame.

Logarithmic Leveling: Early levels are slow; later levels come faster. Rare, but used to extend early game.

Soft Cap / Hard Cap: Progression slows dramatically (soft) or stops entirely (hard) at a certain point.

The curve should match your pacing goals. Fast early = hook players. Slow late = extend engagement.

Progression vs. Power

Progression = visible advancement
Power = actual capability increase

These aren't the same:

Scenario Experience
High Progression, Low Power Level numbers go up, but enemies scale. You're not stronger, just "higher level."
Low Progression, High Power Few visible markers, but you feel much more capable. Dark Souls: same "level," but you learned the boss.
Matched Progression markers correspond to actual power increase. Traditional RPGs.
Mismatched Feels bad when you level up but don't feel stronger, or feel stronger but don't see it reflected.

Skill Trees & Build Diversity

Skill trees create build diversity - different players develop different characters.

Good Skill Trees:

  • Meaningful choices at each node
  • Multiple viable builds
  • Clear identity for each path
  • Synergies to discover

Bad Skill Trees:

  • One obviously optimal path
  • Nodes that are never worth taking ("trap" options)
  • Too many small incremental bonuses ("+1% damage")
  • Choices that can't be understood until late-game

The test: do different players actually choose differently? Do those choices feel meaningfully distinct?

Platform Differences

Progression philosophy varies significantly by platform and genre:

Mobile: Often engagement-focused. Session-length progression. Daily rewards. Real-money shortcuts. Designed around interruption.

Console/PC Single-player: Experience-focused. Progression tied to authored content. Respects player time (ideally). Designed around immersion.

Crafting/Survival: Economy compounding as progression. Valheim, Satisfactory - your infrastructure IS your progression. Building capability compounds: better tools enable better resources enable better tools.

These aren't moral judgments - they're different design goals. But know which paradigm you're working in.

Prestige Systems

Prestige = resetting progress to start again, usually with some persistent bonus.

Examples: Call of Duty prestige, roguelike meta-progression, New Game+

Why it works:

  • Extends content without new content
  • Provides long-term goals
  • Lets players re-experience early videogame with mastery
  • Creates visible status markers

Danger: Can feel like treadmill without meaning.

Exercise: Progression Audit

Play a videogame for 2 hours. Log every progression marker:

  • What leveled up?
  • What unlocked?
  • How did you feel at each marker?
  • Did progression match power?

Related

Glossary Terms