We have been working hard to model out worlds, levels, missions, quests, records and scores in games so during the process, I put together a few slides to help game designers think about how you turn all these elements into a coherent game progression scheme. Here are the slides.
In the slides I’m discussing the hierarchy in the game progression model and describing the different elements:
- Worlds – the highest level
- Levels – more basic then worlds
- Gates – a criteria that users has to meet in order to start playing the world
- SLM – Single level mode – a game that has no levels but rather a single scene that repeats itself
- Challenge – a set of missions that entitle the user to a reward or progress
- Mission – granular task the user needs to complete
- Records – user personal best score
The presentation uses example from well known games:
- Candy crush saga – casual match 3 puzzle games
- Subway surfers – endless runner
- Angry birds go – action racing game
- Cut the rope – action puzzler with levels
- Super sam – action game with a single endless level
- Jelly splash – casual puzzle
- Real racing 3 – racing simulation
The last section of the presentation describes some advanced tactics:
- Combining SLM with levels to give users alternative progression routes
- Adding scores and records to each level to give users a chance of excellency
- Implementing experience points and experience levels as scores, challenges and badges