A Tale of Two Progression Systems
<p>Sony’s springtime releases these last two years have been massive, successful video games. Last year’s <em>Horizon: Zero Dawn</em> from Guerrilla Studios and this year’s <em>God of War</em> from Sony Santa Monica both feature player progression in the form of player levels and other “RPG” mechanics. One game succeeds at building a believable progression, and one game fails.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:875/1*MDNskTNIbG_GCs7Odjxtig.png" style="height:394px; width:700px" /></p>
<p>Aloy faces off against a Stalker in the <em>Horizon: Zero Dawn — Frozen Wilds expansion.</em></p>
<p><em>Horizon: Zero Dawn</em> has a level cap of 60 (with something called a “ghost level” much higher than that) after the release of <em>The Frozen Wilds</em>, each level you gain increases your maximum health and gives you one skill point to spend in any of the skill trees in game. Along with that, there are some skill points one can garner from completing story quests.</p>
<p><a href="https://medium.com/@mleonard6494/a-tale-of-two-progression-systems-584c6c3f10e3"><strong>Read More</strong></a></p>