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Exercise

Three workshop shifts

Check progression pacing through action costs and changes to available decisions.

Goal

Check progression pacing through action costs and changes to available decisions.

Scenario and materials

The player repairs devices, earns parts and upgrades two tools. Design three stages: the start, a first upgrade and specialization. The numbers are experiment parameters rather than a ready-made balance.

A spreadsheet, calculator and paper prototype

Constraints

  • Use two tools, one resource and three stages. Specify the cost of one repair at each stage.
  • At least one upgrade changes an action rule rather than only a reward multiplier.
  • Record action time separately from resource cost.

Steps

  1. Tabulate upgrade prices, repair times and income; calculate the action count before each purchase.
  2. Compare two purchase orders on the same task sequence. Record where each tool is preferable.
  3. Add a random reward and compare independent rolls with a predefined sequence; retain attempt-level results.
  4. Change one price threshold and repeat the check: which decisions become available earlier or later?

Deliverable

A three-stage table, two comparable purchase logs and an explanation of the pacing change after one edit.

Check your work

  • Action counts account for rounding up to a whole repair.
  • Each tool has at least one situation in which it is useful.
  • The rule-changing upgrade changes a player decision alongside the displayed number.
  • An average reward expectation is not presented as a guarantee for a short sequence.

Reflect

Where does the player repeat a solved task without a new choice? How can you shorten that section while keeping the next goal understandable?

Sources and further reading

Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.

In collections

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