How to design level system with gamification concepts
What would it be if we over design the level system?
The Level system
A level system is a common game mechanic used in gamification that allows users to progress through a series of levels or stages as they engage with a game or application. Each level represents a new challenge or goal that the user must achieve to advance.
The value of a level system in gamification lies in its ability to motivate users and provide a sense of accomplishment as they progress through the levels. By breaking down a larger goal into smaller, achievable milestones, users are more likely to stay engaged and motivated to continue playing.
Additionally, a level system can help to create a sense of community among users. Players can compare their progress with others and compete to see who can reach the highest level first. This social aspect can help to foster engagement and build a sense of loyalty among users.
When level system is inflated
If the level system is inflated, meaning that it becomes too easy to progress through the levels or the levels themselves become less meaningful or challenging, it can have a negative impact on the gamification experience.
First, if the levels are too easy to achieve or do not provide a sense of accomplishment, users may lose motivation to continue engaging with the game or application. Also users feel that the levels are not challenging or meaningful, they may be less likely to engage with the game or application over time.
Also inflated level system really killed the extrinsic motivation the most, here are the analysis with Octalysis Framework.
Core Drive 2: Development & Accomplishment — An inflated level system can reduce the sense of development and accomplishment that users feel when they progress through the levels. Users may feel that the levels are too easy to achieve or that the sense of accomplishment is diminished.
Core Drive 4: Ownership & Possession — An inflated level system may reduce the sense of ownership and possession that users feel over their progress. Users may feel that their progress is not meaningful or valuable if the levels are too easy to achieve.
Core Drive 6: Scarcity & Impatience — An inflated level system may reduce the sense of scarcity and impatience that users feel. Users may feel that there is no urgency or scarcity to progress through the levels because they are too easy to achieve.
How can we take action before we design the level system
Here are some tips to help you create a balanced economic model for your level system:
Determine the value of each level and the cost of leveling up. The value of each level should be carefully considered to ensure that users feel a sense of accomplishment when they progress through the levels. You should think what user’s desired win state would be when they leveling up. This maintain user engagement and motivation, it is important to provide meaningful rewards for leveling up. To users, using more powerful weapons? Getting more tasks or status that others doesn’t have?
Consider the impact on the economy is another area we need to consider when we design the leveling system. This can be achieved by increasing the difficulty or complexity of the challenges and rewards as users progress through the levels. Most of the level system design only using exponential growth on the difficulty to level up. The user felt it was hard to level up, so they left.
Finally, continuously monitor and adjust the economic model on level system, as it is needed to ensure that it remains balanced and effective.
One you should consider is how can a user get exp’s in diverse ways, a simple exp points design you can reference here.
Frequent Flyer Programs
Frequent Flyer Programs is one that I consider a great example of a level system in practice, as they provide users with a sense of accomplishment, motivation, and valuable rewards.
With a level system, users can progress through different tiers based on the number of miles flown or points earned, with each level representing a milestone in their journey. These levels could be named after precious metals such as Bronze, Silver, Gold, and Platinum, and each level offers more valuable rewards. For instance, silver level may require 25,000 miles flown, while Platinum level may require 100,000 miles flown.
Users are incentivized to level up since they receive rewards for doing so, such as priority boarding, lounge access, free checked baggage, and bonus miles or points. The tracking progress functionality of the program ensures that users are aware of their progress towards the next level, providing transparency and motivation to achieve it.
For companies, the benefit of the level system is that they can utilize empty seats that are not sold out to gain user loyalty. By providing users with Frequent Flyer Programs, they incentivize continuous use of their services, leading to increased profitability. In this scenario, the company’s cost for the program is the service fee and the cost of any provided launch.