Growth over time.
WHAT PROGRESSION SYSTEMS DECIDE
What improves How improvement is earned Whether choices are permanent How fast it happens
WHAT LEVELS PROVIDE
A clear, legible measure of advancement.
WHAT SKILL TREES PROVIDE
Choice, and differentiation between players.
WHAT MAKES A TREE GOOD
Options that are genuinely different No option that is strictly best Choices that close others off meaningfully
WHAT MAKES ONE POOR
Nodes granting small numerical increases Obvious optimal paths Too many choices before the player understands the game
WHAT RESPECIFICATION IS
Allowing choices to be undone.
WHAT IT PROVIDES
Freedom to experiment.
WHAT IT COSTS
The weight of the original decision.
WHAT POWER GROWTH DOES TO DIFFICULTY
Makes earlier content trivial, unless enemies scale.
WHAT ENEMY SCALING COSTS
The sense of having become stronger.
WHAT THE COMMON COMPROMISE IS
Scaling within a range, with earlier areas remaining easier.
WHAT TO PACE
Rewards, so progression never stalls entirely.
WHAT TO TEST
Whether a player who makes poor choices can still finish.