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Game design isn't about making things fun. It's about guiding players through incentives that will lead them to complete the game's goal while keeping them engaged and learning. Let me show you how progression systems work in modern games. A thread 🧵

76,605 次观看 • 1 年前 •via X (Twitter)

13 条评论

Ludonauta 的头像
Ludonauta1 年前

Every game has a goal. But the magic lies in how we guide players toward it. The key? Progression mechanics. They're not just checkpoints, percentages, or level completion, they're the invisible hand that shapes the entire player journey.

Ludonauta 的头像
Ludonauta1 年前

Here's what most get wrong: Level design ≠ Making pretty environments Level design = Crafting the player's learning curve and progression path It's about HOW players move through the game and what they accomplish to move forward, not just WHERE they move and what they see.

Ludonauta 的头像
Ludonauta1 年前

Think Metroidvania games: - Player needs double jump to reach new areas - Specific weapons unlock new paths - The story unfolds new areas This isn't about blocking progress, it's about teaching through discovery. Watch how Hollow Knight masters this:

Ludonauta 的头像
Ludonauta1 年前

Games = Have goals Toys = Don't Even "sandbox" games like Minecraft have progression systems. The difference? Emergence vs. Embedded progressions. In one, players create their own milestones, in the other, players follow a pre-established set of milestones.

Ludonauta 的头像
Ludonauta1 年前

In Minecraft, players can create their own goals: 1. Create a house 1.1 Collect wood 1.2 Gather food 1.3 Assemble the house 2. Mine 2.1 Craft a pickaxe 2.2 Find a mine ... None of this is embedded in the game, players created this progression on their own.

Ludonauta 的头像
Ludonauta1 年前

While in Half-Life, players are gently guided through a pre-established set of achievements and objectives they most accomplish to complete the game.

Ludonauta 的头像
Ludonauta1 年前

Want to keep players hooked? Apply Carrot Dangling. Always keep something exciting just out of reach: - The next power-up - A plot revelation - A character upgrade It's not teasing, it's maintaining anticipation. Always ensure they are aware of their next reward.

Ludonauta 的头像
Ludonauta1 年前

Big goals = overwhelm. Small steps = motivate. Apply Breadcrumbing, small rewards that lead to big milestones. Break down progression into: - Mini-achievements - Skill upgrades - Story beats This ensures they don't get offtrack, climbing the mountain one step at a time.

Ludonauta 的头像
Ludonauta1 年前

Some games even play with how little freedom players actually have in their journey. Look at Bioshock genius: Making players feel free while following a strict path. "Would you kindly..." wasn't just a plot twist. It was a masterclass in level design and storytelling.

Ludonauta 的头像
Ludonauta1 年前

Freedom vs. Structure Too much freedom = Lost players Too much structure = Bored players The sweet spot? Guided discovery. Make sure to put tests in every major achievement to ensure that players learned the necessary to move to the next chapter Don't forget to teach them!

Ludonauta 的头像
Ludonauta1 年前

Great progression systems are invisible. Players don't see the mechanics. They feel the journey. Remember: - Clear goals - Meaningful rewards - Guided freedom - Constant learning That's how you create games that players can't put down.

Ludonauta 的头像
Ludonauta1 年前

Enjoyed the thread? Don't forget to follow me for more. Check out the pinned post on my profile to enroll for the First Line to First Dollar course, where you will learn all the ins and outs of designing, developing, and launching your first game.

RedDeer.Games 的头像
RedDeer.Games2 年前

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