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Sam Novak
Sam Novak

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Progression Curves in Game Design: Why Good Systems Feel Invisible (and Bad Ones Feel Like Grind)

 Progression systems are everywhere in games.

Leveling up. Unlocking content. Improving stats. Scaling difficulty.

But most players don’t think in terms of curves or formulas.
They feel something else:

  • momentum
  • fairness
  • excitement
  • frustration

Behind all of that is a simple idea:

Progression is the relationship between effort and reward over time.

And that relationship is defined by curves.

Progression Is Not Just Growth — It’s a Tradeoff

At its core, progression is not about “getting stronger.”

It’s about trading one resource for another:

  • time - XP
  • effort - skill
  • currency - power
  • attention - progress

This is why progression is tightly connected to economy design.
Every system answers the same question:

How much should a player give to get something in return?

The Hidden Layer: Relationships Between Numbers

Numbers in games don’t exist in isolation.

A sword that deals 250 damage is meaningless unless:

  • enemies have 25,000 HP
  • or 200 HP
  • or your previous weapon did 50

As noted in game economy theory, numbers only make sense in relation to other numbers .

This is where curves come in.

A curve is simply:

How one resource changes as another increases.

The Core Curve Types (and When They Break)

Identity (1:1)

The simplest possible relationship.

  • 1 point → 1 stat
  • 1 resource → 1 outcome

Useful for clarity, but often too flat to drive interesting decisions.

Linear (y = mx)

Predictable scaling.

  • +10 power → +100 cost
  • steady, consistent growth

Good for:

  • readability
  • balance stability

Bad for:

  • excitement
  • long-term engagement

Exponential (y = a^x)

The most seductive — and dangerous — curve.

  • slow start
  • rapid escalation
  • extreme late-game values

Used for:

  • early progression acceleration
  • creating long-term goals

The Problem

Exponential curves break at scale.

They:

  • create grind walls
  • inflate numbers beyond meaning
  • force designers to intervene

That’s why most systems:

  • cap them
  • flatten them
  • or transition into custom curves later

Triangular (Controlled Growth)

A middle ground between linear and exponential.

They:

  • increase steadily
  • avoid runaway scaling
  • feel “natural” to players

This is why they appear often in:

  • board games
  • progression systems
  • resource costs

Custom-Crafted Curves (The Real World)

In practice, most systems are hand-tuned.

Designers:

  • break patterns intentionally
  • introduce irregularities
  • adjust for perception, not math

Because perfectly smooth curves often feel… wrong.

Why Smooth Systems Feel Bad

A perfectly balanced system can still feel terrible.

Why?

Because players don’t experience math.
They experience contrast.

That’s why designers add:

  • spikes → sudden power, breakthroughs
  • valleys → weakness, tension

These create:

  • memorable moments
  • emotional pacing
  • perceived progression

Without them, systems feel flat and forgettable.

Shared Resources: Where Systems Collide

The real complexity appears when systems share resources.

Example:

  • gold used for:

    • upgrades
    • crafting
    • progression

Now every decision becomes a tradeoff.

This is where:

  • strategy emerges
  • friction appears
  • balance becomes fragile

The Real Challenge: Multi-Player-State Design

Live games introduce a deeper problem.

You’re not designing one progression system.

You’re designing for multiple players at once:

  • new players → need fast onboarding
  • mid-game players → need structure
  • long-term players → need stability

These goals conflict.

A change that helps onboarding can:

  • inflate the economy
  • devalue progression
  • break long-term balance

This is why many systems feel like compromises.

Hybrid Systems: Predictable + Random

Modern games often combine:

  • steady progression → structure, fairness
  • random rewards → excitement, unpredictability

This hybrid approach:

  • maintains engagement
  • controls pacing
  • hides system complexity

But it also introduces risk:

  • perceived unfairness
  • loss of player trust

Progression and Monetization

In free-to-play systems, curves are not just design tools.

They are business tools.

Designers may:

  • slow progression at key points
  • introduce friction strategically
  • create resource scarcity

Sometimes even:

  • obscure real-world value through multiple currencies

The goal is not just balance.

It’s retention and conversion.

Sidequest: Analyzing a Real Game

Take any game with levels.

  1. Plot:
  • X-axis - Level
  • Y-axis - XP required
  1. Observe:
  • Does it start exponential?
  • Does it flatten later?
  • Are there spikes or irregularities?

In most cases, you’ll find:

  • early game - fast progression
  • mid game - structured growth
  • late game - controlled slowdown

Because pure curves rarely survive real players.

The Real Insight

Progression is not a math problem.

It’s a perception problem.

Players don’t ask:

  • “Is this curve correct?”

They ask:

  • “Does this feel fair?”
  • “Does this feel rewarding?”
  • “Does this respect my time?”

Final Thought

If your progression system feels wrong, the issue is rarely:

“the numbers are off”

It’s usually:

“the relationship between effort and reward feels broken”

Fix the relationship - not just the numbers.

Further Exploration

[https://itembase.dev/blog-curves.html]After reading this blog, I realized that progression systems are not just about numbers or formulas.
Good progression is not mathematically correct, it feels correct to the player.

How do you approach progression systems in your projects?
Do you design the curve first, or the player experience?

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