Book Image

Practical Game Design - Second Edition

By : Adam Kramarzewski, Ennio De Nucci
Book Image

Practical Game Design - Second Edition

By: Adam Kramarzewski, Ennio De Nucci

Overview of this book

If you’re in search of a cutting-edge actionable guide to game design, your quest ends here! Immerse yourself in the fundamentals of game design with expert guidance from veterans with decades of game design experience across a variety of genres and platforms. The second edition of this book remains dedicated to its original goal of helping you master the fundamentals of game design in a practical manner with the addition of some of the latest trends in game design and a whole lot of fresh, real-world examples from games of the current generation. This update brings a new chapter on games as a service, explaining the evolving role of the game designer and diving deeper into the design of games that are meant to be played forever. From conceptualizing a game idea, you’ll gradually move on to devising a design plan and adapting solutions from existing games, exploring the craft of producing original game mechanics, and eliminating anticipated design risks through testing. You’ll then be introduced to level design, interactive storytelling, user experience and accessibility. By the end of this game design book, you’ll have learned how to wrap up a game ahead of its release date, work through the challenges of designing free-to-play games and games as a service, and significantly improve their quality through iteration, playtesting, and polishing.
Table of Contents (19 chapters)
12
Chapter 12: Building a Great User Interface and User Experience

Progression systems

One of the most common systems in game design, one that is present in almost every video game ever made, is the progression system.

A progression system can assume many forms, from a level system in an RPG such as Badlur’s Gate in which the player receives experience points for winning battles and completing quests, to technology trees in a strategy game such as Total War, in which the player decides which new technology to unlock when the previous one is completed.

From a system design perspective, progression is the structure that organizes a player’s advancement within a game. It is the backbone that guides the player through increasing levels of difficulty, sophistication, or complexity, while offering corresponding rewards. If this sounds familiar, it is because that is what we talked about when discussing core loops.

In fact, a progression system keeps track of the core loop and provides meaning to the player going through it repeatedly...