Progression systems are in just about every game nowadays- to the point that we're all getting a bit sick of them, but is there more to it?
Using a great little game that's been sucking up all his time, The Architect makes a the case for there being more progression systems than we think, and a different perspective on what the problem really is.
Support me on Patreon!: / architectofgames
Follow me on the Twittersphere!: / thefearalcarrot
You Saw
Sonic & All-Stars Racing Transformed: 2012
Apex Legends: 2019
Starcraft 2: 2010
Warframe: 2013
Monster Hunter World: 2018
World Of Warcraft: 2004
Sunless Skies: 2018
Donkey Kong Country: Tropical Freeze: 2014
Trine 2: 2011
Darkest Dungeon: 2016
Mass Effect 3: 2012
Magic The Gathering: Arena: 2018
Deep Rock Galactic: TBR
Pathway: 2019
Metroid Prime: 2002
Forager: 2019
Pokemon sun and moon: 2016
Hollow Knight: 2017
Dark Souls 2: 2014
Destiny 2: 2017
Enter The Gungeon: 2016
Spelunky: 2008
Risk of Rain 2: TBR
Don't Starve: 2012
Eternal Card Game: 2018
Overwatch: 2016
Guild Wars 2: 2012
Dishonored 2: 2016
Borderlands The Pre-Sequel: 2014
Dicey Dungeons: TBR
Deus Ex: Mankind Divided: 2016
Super Mario Galaxy 2: 2010
Super Mario Odyssey: 2017
Rimworld: 2018
Far Cry 5: 2018
Hitman 2: 2018
Deltarune Chapter 1: 2018
Anthem: 2019
Fallout 76: 2018
Super Mario 64: 1996
God of War: 2018
Fire Emblem: Path of Radiance: 2005
Slay The Spire: 2018
Battle For Wesnoth: 2003
Terraria: 2011
Interesting Links:
Forager has some great grinding, and that's the point: https://www.polygon.com/2019/4/26/185...
Fantastic article on problems in modern game development: https://kotaku.com/how-biowares-anthe...
A much more simplistic look at fixing progression systems: • Progression Systems - How Good Games Avoid...
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