My personal thoughts on how to do good progression in an RPG (explanation in reply🧵)
Summary
The author discusses RPG progression systems, arguing that sidegrade-based progression (giving players more diverse tools) is often better than extinction progression (making old gear obsolete). They provide examples like Library of Ruina's positive passive attribution system and Block Tales' limiting design, noting that extinction progression can still work in skill-based games like Deltarune.
Summarized by ThreadOut AI from the full thread. May miss nuance — read the thread below.
- #1
- #2
- #3
- #4
- #5
- #6
- #7
- #8