Progression & Monetization

Systems Design

Balancing player progression with engagement and monetization

Progression systems give players a sense of growth and achievement over time. They're the backbone of player retention in modern games, but must be carefully balanced to avoid feeling manipulative.

Types of Progression:

Power Progression: Character becomes numerically stronger (levels, stats, gear). Common in RPGs and looters. Risk: Can invalidate player skill improvement.

Skill Progression: Player improves at the game. Dark Souls and fighting games emphasize this. Most satisfying but requires excellent teaching tools.

Content Progression: Unlocking new areas, modes, or features. Maintains novelty and gives players goals.

Cosmetic Progression: Visual customization without gameplay impact. Allows monetization without pay-to-win.

Monetization Considerations:

Ethical Design:

- Time vs. Money: Offer ways to bypass grind without making it mandatory

- Transparent Odds: Clear communication about randomized rewards

- Skill Expression: Paid advantages shouldn't completely override skill

Battle Pass Innovation:

Modern battle passes combine multiple progression types:

- Clear endpoint (usually 100 levels)

- Mix of free and premium tracks

- Time-limited to create urgency

- Cosmetic focus maintains competitive integrity

Psychological Hooks (Use Responsibly):

- Variable ratio rewards (most addictive schedule)

- Loss aversion (daily login bonuses)

- Social pressure (showing off rare items)

- Sunk cost fallacy (investment in account)

The best progression systems enhance the core game rather than replace it. Path of Exile's complex skill tree and Hades' meta-progression between runs are exemplary.