Types Of Progressions

I found a core difference between a stable job and a video game. A video game offers progression. You can take your earned resources and reinvest them to make even more profits. But coming up with a strategy to grow your business seems hard. What’s interesting is, that designing a progression for a video game is also hard. Maybe because it requires seeing opportunities for growth. And if you are a good game designer, you might also be a good business designer.

Let’s start with types of progression:

  • scaling
  • optimizing
  • innovating
  • diversifying
  • expanding
  • networking
  • prestiging

A good example would be a hot-dog stand. How would you progress a business like that?

  • scaling: hire more people, open more stands
  • optimizing: be more time efficient
  • innovating: invent new sauces
  • diversifying: offer veggie hot-dogs, offer drinks
  • expanding: find better areas
  • networking: partner up with suppliers, event managers etc.
  • prestiging: win competitions, get certificates, be on TV, stream your stand online

Now let’s bring this into the video game world. How would you progress as a warrior?

  • scaling: gain experience, level up
  • optimizing: improve your gear
  • innovating: learn new skills
  • diversifying: learn magic
  • expanding: explore new dungeons/areas
  • networking: form a party, recruit companions
  • prestiging: gain titles like “orc slayer”

I want to make another thought experiment and think about how a package deliverer could have progression. Is that even possible? Everything a deliverer does is optimized for them by their company. Maybe that is why it is considered a stable/boring job. It’s also less motivating if progression doesn’t result in any benefits. Getting stronger as a warrior eventually leads to better loot and better jobs. So what if the deliverer gets stronger, faster and more intelligent? I guess there’s only one progression left: Leaving their job and finding a better job.

But what does that tell me about game design? If I make a game about being a package deliverer and I want to have a progression system for that, does that progression lead to quitting the job? I guess the deciding factor is ownership. If the deliverer owns their own business, they directly profit from delivering more packages in a shorter time. Therefore the progression matters.

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