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Leveling System (GT#85) and League Rank (GT#101)

The Allure of the Leveling System (Game Design Technique #85)

The Leveling System stands as a linchpin in the game design sphere, renowned for its intricate architecture yet perceivably seamless integration into a game’s narrative. When we venture into the complexities of this system, it essentially operates as a structured pathway where users, through their endeavors and activities within the game, accumulate experience points or status points, progressively reaching milestones that signal their growth and achievement.

This system finds its foundation in a few pivotal elements. Firstly, it aims to craft a rich, nuanced experience at various stages: the Onboarding phase, the Scaffolding phase, and the Endgame phase (Note: not in the Discovery Phase because the user hasn’t started leveling yet). This careful segmentation allows for a curated journey, where players are introduced to the game’s elements gradually, fostering a sense of discovery and growth.

Under the Octalysis framework, this process resonates strongly with Core Drive 2: Development & Accomplishment, which is essentially the motivation stemming from a player’s desire to grow, to improve, and to overcome challenges. Furthermore, this system ingeniously integrates elements of Scarcity and Impatience (Core Drive 6), where certain features and functionalities are withheld initially, only to be unveiled as the player advances, adding layers of anticipation and excitement.

Another utility of Leveling is connected to Social Influence and Relatedness (Core Drive 5). The status accrued as players level up grants them recognition in the gaming community, fostering a competitive yet collaborative environment. Moreover, this system intertwines with Ownership and Possession (Core Drive 4), as players are rewarded with better equipment, gear, or rewards as they progress, enhancing their stake and attachment to the game.

In this ecosystem, a principle to underline is the sunk cost fallacy (within Core Drive 8: Loss & Avoidance), a psychological phenomenon where individuals continue an endeavor owing to the invested resources, thus fostering consistency and commitment.

The leveling system, therefore, stands as a dynamic tool in the game designer’s repertoire, promoting a sense of achievement, fostering community engagement, and retaining players through carefully orchestrated experiences.

A quintessential example can be found in games like Noctis, where players progressively unlock new powers, nurturing a sense of empowerment and fostering creativity (Core Drive 3), which fuels engagement and retains interest over time.

The League Rank System (Game Design Technique #101)

As we shift our focus to the League Rank system, we find a different but equally compelling dynamic at play. This system, although less prevalent in the gamified platforms, carries the potential to transform the social arena, offering a vibrant, competitive, and yet equal playing field.

The League Rank system operates by categorizing users into various leagues – be it diamond, gold, platinum, or bronze. Within these leagues, individuals or teams compete, fostering a sense of community and camaraderie (Core Drive 5). The brilliance of this system lies in its ability to level the playing field, offering each player, irrespective of their ranking, an opportunity to excel in their respective leagues. When players are matched up with others of their own skill, the activities feel more balanced and enjoyable for both sides.

By doing so, it mitigates the potential demoralization that might occur in a single leaderboard system, where only one person is the winner, leaving thousands in the wake of defeat. Instead, it creates micro-communities where everyone has a chance to be on top, fostering a healthy competitive spirit and maintaining engagement.

This system echoes the principles of “urgent optimism,” a concept outlined by Jane McGonigal. It fosters a space where players are constantly nudged by both urgency and optimism (Core Drive 6 & 2), a belief that victory is within reach, fueling continuous engagement and participation.

Furthermore, League Ranks are predominantly performance-driven, aligning with the Core Drive 2: Development & Accomplishment. Players, through their skill and performance, have the potential to ascend leagues, an achievement that motivates the users to brag about their rise to greatness.

For instance, achieving a high rank in games like Starcraft II becomes a badge of honor, a testimony to one’s skill and dedication. This not only promotes a sense of accomplishment but also fosters community engagement and recognition, pillars upon which the League Rank system is built.

Moreover, this system fosters balance in team competitions, ensuring teams are pitted against each other based on their respective League Rankings, promoting fairness and competitiveness.

Applying Leveling Systems and League Ranks in Gamification

As gamification designers stand at the crossroads, the choice between a Leveling System and a League Rank System or even a hybrid of both depends largely on the intricacies of their gamified platform. Each system carries its unique strengths and can potentially revolutionize the gaming experience.

But the quintessential aspect lies in understanding the underpinning mechanics of each system, and how they align with the Octalysis Framework’s 8 Core Drives. This deeper understanding allows designers to craft experiences that are not only engaging but also resonate with the intrinsic motivations of the players.

Thus, as we stand at the frontier of game design, it becomes imperative to dive deeper, to explore, and to harness the potentials of these systems, fostering gaming environments that are engaging, dynamic, and profoundly immersive.

If you have been glued to a Leveling or League Rank System, inside or outside a game, would love to see you share your example and why was it so engaging so everyone can learn from it.

2 thoughts on “Leveling System (GT#85) and League Rank (GT#101)”

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