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In
the first installment of his series on gameplay, systems and mechanics
fundamentals, systems design veteran Mike Lopez focuses on maximizing
the player experience through the planning, structure and execution of
the key elements of Gameplay Progression (mechanics, duration,
ancillary rewards, practical rewards and difficulty).
Gameplay WHAT?
Most people who play games are probably familiar with the concept of
difficulty progression, at least at a subconscious level - that games
should get harder over time. Most designers presumably know to build
increasing difficulty into successive levels, missions, worlds, or
courses (usually the single player experiences). But difficulty is only
one portion of the overall game experience, and there are several other
elements that need to be structured, managed and revealed carefully in
order to provide the user with a truly compelling and enjoyable
experience throughout gameplay. So, what exactly is Gameplay
Progression?
Progression
n 1: a series with a definite pattern of advance [syn: patterned
advance] 2: a movement forward [syn: progress, advance] 3: the act of moving forward toward a goal [syn: progress, procession, advance,
advancement, forward motion, onward motion]
[ WordNet ® 2.0, © 2003 Princeton University (via dictionary.com) ]
All 3 of these definitions for progression apply to games, because it
is both the realized pattern of advance and the act of movement towards
the ultimate goal (winning the game) that are essential to an enjoyable
experience for the player. The pattern or structure of the advance is
what will ensure a rewarding experience during gameplay and will ensure
the further continuation and replay necessary to turn renters into
buyers.
Key Elements of Gameplay Progression:
- Game Mechanics
– all controls and interactions within the game, including new weapons,
abilities, powers, vehicles, and environmental states or events.
- Experience Duration
– the average time it takes to complete each stage, level, mission
(including deaths if applicable) or course (using the most relevant
vehicle).
- Ancillary Rewards (visual, aural, decorative, etc.) –
exciting environmental wonders, fancy visual effects, scripted events,
etc. It is great to weight some of the more spectacular environmental
wonders and effects up front (Medal of Honor
style), but an enjoyable game needs to have all the level, course or
mission experiences built so that new visual rewards are staggered at a
pace that keeps the user interested (in other words with an Environmental Progression in mind).
- Practical Rewards (gameplay relevant)
– new game modes, upgrades and practical unlockable content are very
useful as the carrot on the stick that entices users to continue
playing the game.
- Difficulty
– not just how hard it is to pass obstacles and NPCs/bosses, but also
how much risk is taken with respect to player injury/death, weapon
depletion, or vehicle/equipment damage or loss.
Games
that do not structure the distribution of all these elements risk the
danger of overwhelming the player with too much up front, or they risk
not keeping users engaged enough with new elements to keep them playing
or to encourage renters to buy. We have all played games that have
suffered from sadly common issues like difficulty spikes, frustrating
mechanics complexity, or those that we just become bored with after the
first few hours – all of which are symptoms of unstructured,
ill-designed and/or un-managed game progression.
One of the reasons many Nintendo games are considered a bench mark for quality is that games like Zelda
have the most meticulously planned, structured and executed gameplay
progressions of any games on the market, and on a subconscious level
the experience in those games feels just right for players in terms of
increasing challenge, complexity, risk and reward. In fact, a truly
engaging and memorable player experience is one where all the above
elements of progression are carefully laid out and then the gameplay
content (levels, missions or courses) is built to fit within that
structure such that the pace of new elements is controlled and somewhat
predictable, yet always keeps the player wanting more.
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