Player Progression and Player Agency
-- NOTE: To be formatted
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.
- Health
- Science
- Military
- Other
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.
- Personal Research: EXP based broad progression
- Expertise: Per level, Per point decisions on specific knowledge
- Professions: Single Active, broad representation of archetypes
- Jobs: Single Active, most specific representation of an archetype or class
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
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- Medicinal Herbs
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- Interpersonal Communications
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- Home Repairs
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- First Aid
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- Dynamic Public Speaking
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- Computer Technical Training
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- Medical Practice
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- Political Theory
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- Software Development
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- BioChemical Research
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- Urban Governance
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- Deep Learning
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- Bioengineering
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- Corporate Espionage
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- Cryptograph
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- Quantum Computing
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- Gene Editing
Architect
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- Principles of Architecture
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- Factory Assemblies
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- Introduction to Machining
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- Architectural Theory
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- Computer-Assisted-Design
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- Mechanical Engineering
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- Structural Engineering
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- Building Info Modeling
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- Robotics
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- Urban Design
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- Energy Efficiency
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- Batteries and Capacitors
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- Machine Visions Systems
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- Robotic Dynamic Motion
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- Biomimicry
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- Nuclear Engineering
Frontline
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- Nutrition Basics
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- Physical Sports Training
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- Contact Sports Practice
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- Weight Training Theory
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- Protective Gear
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- Self Defense Training
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- Recoilless Design
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- Body Building
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- Protective Inserts
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- Martial Arts
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- Body Enchantments
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- Strongman Training
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- High Explosives
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- Heavy Weaponry
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- Steel Plate Design
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- Belt Fed Weaponry
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- Eskrima Training
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- Ordinance Disposal
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- Cybernetic Modifications
Explorer
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- Hiking and Backpacking
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- Small Arms Handling
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- Wilderness Training
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- Long Distance Running
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- Firearm Maintenance
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- Winter Camping
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- Optical Lenses
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- Sprinting
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- Long Gun Handling
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- Animal Hunting
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- Rifle Handling
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- Extreme Survival Training
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- Relay Running
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- Geospatial Traning
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- Olympic Running
Special/Other
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- Weaponry Basics
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- Tool Design
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- Woodworking
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- Machining Basics
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- Advanced Weapons
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- Electrical Training
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- Machine Assisted Tools
Expertise
Support
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- Herbal Mortar
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- Social Media Integration
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- Technical Manual Review
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- Basic Life Support
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- Team Communications
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- SQL and Excel Basics
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- Advanced Cardiovascular Life Support
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- Public Debating
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- Data Structures
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- Bioproduct Manufacturing
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- Cooperative Game Theory
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- Perceptron Research
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- BioHuman Repurposing
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- Social Engineering
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- Integer Factorization
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- Quantum Cryptography
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- Genetic Engineering
- 6.
Architect
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- Load Bearing Distribution
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- Inventory Management
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- Milling and Grinding
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- Lateral Load Bearing
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- Blueprint Design
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- Materials Science
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- Microstructural Engineering
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- Advanced Digital Design
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- Hydraulic Limbs
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- Urban Systems Theory
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- Li-NMC Synthesis
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- Image Processing
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- Passive Cooling Architecture
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- Series Elastic Actuators
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- Small Modular Reactors
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- Molecular Machinery
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- Self Sustaining Batteries
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- Low Energy Nuclear Reactions
Frontline
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- Epigenetics
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- Contact Sports Training
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- Attack Event Response
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- Negative Repetition Training
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- Shear Fluid Armor
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- Synthetic Proteins
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- Inflammation Modulation
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- Kinetic Dispersion
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- Payload Diversity
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- Carbon Biofabrication
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- Advanced Propellants
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- Regenerative Plates
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- Ammunition Density
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- Molecular Fiber Enhancements
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- Fluid Efficiency
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- Mobile Kinetic Shielding
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- Digital Brain Matrix
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- Nano Nuclear Power
Explorer
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- Optimal Strides
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- Gun Safety
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- Animal Tracking
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- Altitude Training
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- Weapon Casting
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- Snow Trenching
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- Internal Actuators
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- Animal Luring
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- Sustained Leading
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- Rifle Preloading
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- Dead reckoning
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- Acceleration Drills
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- Synthetic Lungs
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- Thermal Resistant Skeleton
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- Target Acquisition
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- Secondary Heart
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- Superheated Plasma
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- Molecular Oxygen Containment
Special/Other
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- Weaponry Basics
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- Tool Design
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- Woodworking
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- Machining Basics
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- Advanced Weapons
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- Electrical Training
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- Machine Assisted Tools
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
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- Health Enthusiast
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- Alternative Medicine
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- Body Health
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- Medical
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- Body Modifications
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- Medical Science
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- Body Replacers
Computers/Robotics
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- Scripter
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- Software Developer
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- Engineering
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- Computer Science
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- Robotics Research
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- Nuclear Roboticist
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- Quantum Scientist
Architecture/Warehouse
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- Packing and Shipping
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- Factory Production
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- Minor Architecture
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- Assembly Engineering
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- Architectural Engineering
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- Architecture Science
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- Manufacturing Science
Military/Political
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- Gun Enthusiast
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- Military Officer
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- Public Administration
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- Special Forces
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- International Relations
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- War Science
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- Global Propaganda
Other
Job
Health/Medical/Body
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- Gym Receptionist
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- Clinical Herbalist
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- Nutritionist
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- Medical Receptionist
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- Personal Trainer
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- Pharmacist
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- Professional Athlete
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- Neuroscientist
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- Cybernetic Athlete
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- Cytotechnologist
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- Cybernetic Implanter
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- Lead Geneticist
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- Body Replacement Specialist
Computers/Robotics
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- Script Kid
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- Quality Assurance Intern
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- Junior Engineer
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- Software Analyst
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- Manufacturing Engineer
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- Embedded Systems Developer
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- Automation Engineer
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- Deep Learning Researcher
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- Mechatronics Engineer
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- Swarm Robotics Engineer
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- Bioinfometric Developer
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- Nuclear Robotics Technician
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- Quantum Researcher
Architecture/Warehouse
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- Fulfillment Associate
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- Production Line Worker
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- Architecture Intern
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- Assembler Technician
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- Junior Project Architect
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- Maintenance Technician
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- Residential Architect
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- Logistics Specialist
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- Regional Planner
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- Nuclear Assembler Engineer
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- Bio Architect
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- Molecular Factory Developer
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- Lead Nanite Architect
Military/Political
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- Gun Range Member
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- Infantryman
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- Deputy Office
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- Field Artillery Recruit
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- Detective
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- SWAT Officer
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- Armor Officer
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- FBI Special Agent
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- Special Forces Operator
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- Bomb Technician
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- Chemical officer
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- Nuclear Ordinance Operator
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- Nuclear Federal Spy
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
- Fleet Footed
- 1% movement speed
- Sturdy
- 1% health
- Productive
- 1% crafting speed
- Hard Working
- 1% mining speed
- Educational
- 1% lab speed
- Engineered
- 1% mining drill productivity
- Physical Strength
- 1% physical damage
- Electric Strength -1% electric damage
- Combative
- 1% damage
- Armoured
- 1% defense
- Lucky
- 1% luck
- Receptive
- 1% exp multiplier
- Clean
- -1% pollution
- Explosive
- 1% aoe
- Long Lasting
- 1% duration
- Fast Acting
- -1% cooldown
Debuffs
- Feeble
- -1% health
- Heavy Set
- -1% movement speed
- Procrastinating
- -1% crafting speed
- Distracted
- -1% mining speed
- Thoughtless
- -1% lab speed
- Undeveloped
- -1% mining drill productivity
- Physically Weak
- -1% physical damage
- Electrically Weak
- -1% eletrical damage
- Pacifist
- -1% damage
- Fleshy
- -1% defense
- Unlucky
- -1% luck
- Stubborn
- -1% exp
- Dirty
- 1% pollution
- Smothered
- -1% aoe
- impatient
- -1% duration
- sluggish
- -1% cooldown