Player Progression and Player Agency


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Agency?

Giving players new ways to engage with the world and take actions serves to give them new agency in their environment. Player progression is our main way of accomplishing one of the pillars of design. We give the players choice and options, while allowing them to see it's effects on world.

Overview

"Progression" in this case means quite a lot, in this case because it is a fairly large and complex system. Both seen and hidden systems exist here to build out a diverse progression system. Some elements of this system have only a few visual representation in-game, yet are a core part of how things are built internally. This is to ensure that the systems built, and content inside of it, are cohesive and complimentary.

Don't fall for it

In a pursuit of agency, diversity, options, and player control, you can end up giving the player a near net-zero improvement in their experience. A few things must be kept in mind, to keep development coherent, and gameplay consistent.

Choices and Freedom

Too easy, too complicated

Nothing burgers

Archetypes, specialties, content-groups, and tiered developments

Too accomplish all of our goals, and avoid some of the traps above, we've created a set of subsystems that influence how our content is developed. These "tools" are used to build out the games content, and ensure it's cohesive, thematic, interesting, and relevant.

Archetypes

Archetypes are the most top-level organization of content for the player and progression. These are the general rock/paper/scissor interactions that can be built around. They lead into the more specified/niche content types, and are a guide to the direction players or content could take.

Support

Architect

Frontline

Explorer

Special

Specialties

Specialties are the closest equivalent to a class in an mmo or rpg. These are slightly more specific then archetypes, and there are specific content tied to each one. Players are encouraged to build towards one of these, through archetypes, natural progression, and complimentary items. These do exist directly in the game, as a form of late game progression completion.

Content-Groups

Content groups are simple internal identifiers for certain content/progression/items. They are mostly used to organize colors, or vaguely hint towards an items archetype or compliment. They do not have any in-game relevance and are not directly called out in game.

Tiers

Tiers are the broad progression of the entire mod. Connected with the pollution tiers, these related to the current state of the game. Early/mid/late game content and interactions are indicated through their tier. This helps organize content by relative strength or usefulness, and provides some easy ways to organize GUI elements.

Research -> Expertise -> Profession -> Jobs

Keeping the broad organization strategies from above, we can now set up the core player progression loop. All of our systems integrate and build onto these.

Broadly speaking these systems follow a consistent through-line. Starting with personal research, and building into specialized jobs. The options for each of these will follow along with our archetypes, specialties, groups, and tiers. Theres no strict amount requirement for how many each system and archetype needs. Neither is there a requirement for the requirements between each tier in a specific archetype. We do want to make sure we reward players who specialize, and that there are a few options in each type and tier.

Each section will contain some form of rough draft versions of potential content. These most likely differ from in game representations, but serve as an outline.

Research

Research is the outermost element of the progression loop. Progress into a specific archetype/specialty/style starts with doing some form of personal research. These help build out the players roles, as they play the game, without being tied to a specific resource use-case or way of playing.


Support

Architect

Frontline

Explorer

Special/Other

Expertise


Support

Architect

Frontline

Explorer

Special/Other

Profession

Profession are a little bit different from the rest of the progression loop. They're a much broader group of options that overlap between different roles/archetypes/groups. The particular jobs inside those professions might be more specific, but the professions will heavily overlap. Also note: A profession will typically not be used for requirements and instead is just an additional tool for specializing your character.


Health/Medical/Body

Computers/Robotics

Architecture/Warehouse

Military/Political

Other

Job


Health/Medical/Body

Computers/Robotics

Architecture/Warehouse

Military/Political

Other

Leveling and Attributes

Levels and attributes are a supportive pillar to our core progression loop. Providing a short-term, easy to follow, easy to understand representation of progression. Most progression elements use levels and attributes as a core part of their gates or restrictions.

Leveling

Attributes, Expertise Points

Talents and Debuffs

Our second supporting system for the rest of progression. Talents and debuffs are easily understandable, stacking, easy to modify, sets of character stat alterations. These are meant to be abundant and abusable, allowing players to easily understand how something could benefit them. They are intended to be small and basic changes, nothing too big. The benefits are found in quantity of talents over quality. Ideally this would have a satisfying feedback of adding new things to create a complimentary build.

Talents

Debuffs