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José P. Zagal & Roger Altizer
University of Utah
There’s been a lot of recent interest…..
“both feature extremely
robust RPG-style
upgrade/progression
systems”
– Custer, 2013
Early players very excited
by the system for
character progression
 “role-playing games revolve around
creating and growing characters”
 Fullerton, Swain, Hoffman (2008)
 RPGs generally have “configurable player-
characters that improve with experience”
 Rollings & Adams (2003)
(perhaps the most influential aspect?)
There’s lots of
academic work
on RPGs as well!
 Narrative
 Social
 Experiential
 Performative
 Rules / Mechanics / Systems
Hardly any literature focuses on:
 We need more:
 In-depth analyses of rules,
systems, and mechanics.
 Studies of design trajectories and
evolution
 Work that clarifies and expands
our language for describing
systems, rules, and mechanics.
Jose P. Zagal & Roger Altizer
University of Utah
 What is it about progression systems that has made
them so impactful?
 What are some of the different ways that they have
been implemented over the years?
 What role do they play in a game’s design?
1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
 Rules and game mechanisms that define how player’s
characters improve from one game session to the next.
 Do the characters change over the course of the game?
 Are the changes a normal and expected aspect of the
game?
 Are changes intrinsic to the character or are they
associated to things the character possesses?
 Are the changes irreversible (or generally irreversible)?
 Are the changes cumulative?
 Characters can be
hierarchically organized in
terms of power/importance
 “When a character earns
enough XP, he or she attains a
new character level.” – D&D
 New level implies
 Bonuses and more options
 Improvements are
“piece meal”
 Generally at a skill
level
Character Levels
(stratified)
Skills System
(not stratified)
1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
Informed Speculation to Follow
(further research is needed)
 From MMO research:
 “players build up their commitment to the game as the
level of their character increases.”
 Ducheneaut et al. 2006
 “advancement” (gain power, progress rapidly) is one of
the primary motivational aspects
 Yee 2007
 Zeigarnik Effect?
 People are more motivated to finish something when it
hasn’t been completed (or has been interrupted)
 RPG Rationale
 Things are often left “in the middle” after a RPG session
providing additional motivation to continue
 E.g. In the middle of a quest
 Goal gradient effect?
 The closer you are to a goal, the more motivated you
become
 Getting close to “leveling up” is increasingly
motivating.
 Endowed progress effect?
 When given “fake” progress towards a goal you’re more
 likely to persist towards reaching the goal.
 Endowed progress effect is intensified when the
progress is tallied using an abstraction such as points
 Players might be reluctant to ‘waste’ the time and
effort they have invested in a character. (aka, the XP
you have banked for next level)
 Nurturing Effect?
 Characters “grow” and “develop”
 Players become emotionally attached to them
 Probably NOT a reason
 Character Progression not the same as “leaderboards”
 Competition/Competitiveness between players
 My character has more XP, is more advanced, etc.
1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
 Deteriorate, become weaker, less capable, less effective
 Normal part of the game and expected or inevitable.
 Permanent or largely irreversible.
 Not the same as
 general health systems (characters are routinely
wounded and recover),
 temporary effects
 equipment that is used and replenished.
 Inevitable
 Deteriorate simply by virtue of playing the game
“[a]ging eventually takes
even the most gifted
character out of play,
usually around age 50 or
later.”
 Inevitable
PCs start sane and
competent and rapidly either
die, go insane, or must retire.
 By Choice
 Players choose whether or not to engage with system
Implanting cybernetics
reduces a character’s
“empathy score” – reducing
their social skills.
 By Chance
 Character worsening happens due to random factors
beyond the character’s control.
1. Combat system includes
“critical damage” tables with
severe consequences
2. Characters that die (and are
resuscitated) can suffer stat
losses.
1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
1. Inevitable
2. By Choice
3. By Chance
4. Borderline Character Progression
5. Progression in Digital RPGs
6. Conclusions
 Systems that resemble or “feel” like progression but
work in slightly unusual ways.
 Frontloaded Progression
 Progression occurs during character creation
Character growth and
development (skills, career
paths) takes place before the
first play session.
 Unstable Progression
 Progression can be lost relatively easily or is “re-
invested”
“Progression points” can be
spent on permanent
progression or re-assignable
aspects.
 Reputation Systems
 Generally “incremental”, but often fragile and in need of
maintenance.
Character gains fame points
for success. Fame makes
future missions harder –
enemies recognize agents!
1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
1. Inevitable
2. By Choice
3. By Chance
4. Borderline Character Progression
1. Frontloaded
2. Unstable
3. Reputation
5. Progression in Digital RPGs
6. Conclusions
 Many similarities
 The genealogy is pretty clear
 Terminology: “leveling”, “grinding”
 Progression is sometimes rejected
 Keep characters behind for secondary motives
 Progression as hurdle rather than reward
 Grinding
 Negative Progression is uncommon
Stat loss due to Aging
“Resurrection Counter”
 Reputation systems are common
 New forms of progression?
 Inevitable Progression
 Character progresses even when the player isn’t playing
the game
1. Character Progression
2. Appeal of Character Progression Systems
3. Negative Progression
1. Inevitable
2. By Choice
3. By Chance
4. Borderline Character Progression
1. Frontloaded
2. Unstable
3. Reputation
5. Progression in Digital RPGs
6. Conclusions
 Examining and tracing these systems over time can
help better understand them
 Better understand the design space
 Identify areas for inspiration / new design directions
 Establish connections to other areas
 Gamification as progression?
José P. Zagal
jose.zagal@utah.edu
Roger Altizer
roger.altizer@utah.edu
Images used in this presentation are the property of their respective owners.
Their use here qualifies as fair use under US copyright law for educational purposes and critical commentary.
https://www.academia.edu/6789775/Examining_RPG_Elements_Systems_of_Character_Progression

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Examining 'RPG Elements': Systems of Character Progression

  • 1. José P. Zagal & Roger Altizer University of Utah
  • 2.
  • 3.
  • 4. There’s been a lot of recent interest…..
  • 5. “both feature extremely robust RPG-style upgrade/progression systems” – Custer, 2013
  • 6. Early players very excited by the system for character progression
  • 7.  “role-playing games revolve around creating and growing characters”  Fullerton, Swain, Hoffman (2008)  RPGs generally have “configurable player- characters that improve with experience”  Rollings & Adams (2003)
  • 8. (perhaps the most influential aspect?)
  • 9. There’s lots of academic work on RPGs as well!
  • 10.  Narrative  Social  Experiential  Performative  Rules / Mechanics / Systems Hardly any literature focuses on:
  • 11.  We need more:  In-depth analyses of rules, systems, and mechanics.  Studies of design trajectories and evolution  Work that clarifies and expands our language for describing systems, rules, and mechanics.
  • 12. Jose P. Zagal & Roger Altizer University of Utah
  • 13.  What is it about progression systems that has made them so impactful?  What are some of the different ways that they have been implemented over the years?  What role do they play in a game’s design?
  • 14. 1. Character Progression 2. Appeal of Character Progression Systems 3. Negative Progression 4. Borderline Character Progression 5. Progression in Digital RPGs 6. Conclusions
  • 15.  Rules and game mechanisms that define how player’s characters improve from one game session to the next.
  • 16.  Do the characters change over the course of the game?  Are the changes a normal and expected aspect of the game?  Are changes intrinsic to the character or are they associated to things the character possesses?  Are the changes irreversible (or generally irreversible)?  Are the changes cumulative?
  • 17.  Characters can be hierarchically organized in terms of power/importance  “When a character earns enough XP, he or she attains a new character level.” – D&D  New level implies  Bonuses and more options
  • 18.  Improvements are “piece meal”  Generally at a skill level
  • 20. 1. Character Progression 2. Appeal of Character Progression Systems 3. Negative Progression 4. Borderline Character Progression 5. Progression in Digital RPGs 6. Conclusions
  • 21. Informed Speculation to Follow (further research is needed)
  • 22.  From MMO research:  “players build up their commitment to the game as the level of their character increases.”  Ducheneaut et al. 2006  “advancement” (gain power, progress rapidly) is one of the primary motivational aspects  Yee 2007
  • 23.  Zeigarnik Effect?  People are more motivated to finish something when it hasn’t been completed (or has been interrupted)  RPG Rationale  Things are often left “in the middle” after a RPG session providing additional motivation to continue  E.g. In the middle of a quest
  • 24.  Goal gradient effect?  The closer you are to a goal, the more motivated you become  Getting close to “leveling up” is increasingly motivating.
  • 25.  Endowed progress effect?  When given “fake” progress towards a goal you’re more  likely to persist towards reaching the goal.  Endowed progress effect is intensified when the progress is tallied using an abstraction such as points  Players might be reluctant to ‘waste’ the time and effort they have invested in a character. (aka, the XP you have banked for next level)
  • 26.  Nurturing Effect?  Characters “grow” and “develop”  Players become emotionally attached to them  Probably NOT a reason  Character Progression not the same as “leaderboards”  Competition/Competitiveness between players  My character has more XP, is more advanced, etc.
  • 27. 1. Character Progression 2. Appeal of Character Progression Systems 3. Negative Progression 4. Borderline Character Progression 5. Progression in Digital RPGs 6. Conclusions
  • 28.  Deteriorate, become weaker, less capable, less effective  Normal part of the game and expected or inevitable.  Permanent or largely irreversible.  Not the same as  general health systems (characters are routinely wounded and recover),  temporary effects  equipment that is used and replenished.
  • 29.  Inevitable  Deteriorate simply by virtue of playing the game “[a]ging eventually takes even the most gifted character out of play, usually around age 50 or later.”
  • 30.  Inevitable PCs start sane and competent and rapidly either die, go insane, or must retire.
  • 31.  By Choice  Players choose whether or not to engage with system Implanting cybernetics reduces a character’s “empathy score” – reducing their social skills.
  • 32.  By Chance  Character worsening happens due to random factors beyond the character’s control. 1. Combat system includes “critical damage” tables with severe consequences 2. Characters that die (and are resuscitated) can suffer stat losses.
  • 33. 1. Character Progression 2. Appeal of Character Progression Systems 3. Negative Progression 1. Inevitable 2. By Choice 3. By Chance 4. Borderline Character Progression 5. Progression in Digital RPGs 6. Conclusions
  • 34.  Systems that resemble or “feel” like progression but work in slightly unusual ways.
  • 35.  Frontloaded Progression  Progression occurs during character creation Character growth and development (skills, career paths) takes place before the first play session.
  • 36.  Unstable Progression  Progression can be lost relatively easily or is “re- invested” “Progression points” can be spent on permanent progression or re-assignable aspects.
  • 37.  Reputation Systems  Generally “incremental”, but often fragile and in need of maintenance. Character gains fame points for success. Fame makes future missions harder – enemies recognize agents!
  • 38. 1. Character Progression 2. Appeal of Character Progression Systems 3. Negative Progression 1. Inevitable 2. By Choice 3. By Chance 4. Borderline Character Progression 1. Frontloaded 2. Unstable 3. Reputation 5. Progression in Digital RPGs 6. Conclusions
  • 39.  Many similarities  The genealogy is pretty clear  Terminology: “leveling”, “grinding”  Progression is sometimes rejected  Keep characters behind for secondary motives  Progression as hurdle rather than reward  Grinding
  • 40.  Negative Progression is uncommon Stat loss due to Aging “Resurrection Counter”
  • 42.  New forms of progression?  Inevitable Progression  Character progresses even when the player isn’t playing the game
  • 43. 1. Character Progression 2. Appeal of Character Progression Systems 3. Negative Progression 1. Inevitable 2. By Choice 3. By Chance 4. Borderline Character Progression 1. Frontloaded 2. Unstable 3. Reputation 5. Progression in Digital RPGs 6. Conclusions
  • 44.  Examining and tracing these systems over time can help better understand them  Better understand the design space  Identify areas for inspiration / new design directions  Establish connections to other areas  Gamification as progression?
  • 45. José P. Zagal jose.zagal@utah.edu Roger Altizer roger.altizer@utah.edu Images used in this presentation are the property of their respective owners. Their use here qualifies as fair use under US copyright law for educational purposes and critical commentary. https://www.academia.edu/6789775/Examining_RPG_Elements_Systems_of_Character_Progression