A game technique that expands possibilities at achievement points
Core Idea: Milestone Unlock reveals new capabilities or options precisely when a player reaches a psychological stopping point, creating a compelling reason to continue engagement beyond their planned stopping time.
Key Elements
- Triggers at natural psychological "stop-time" points where users would typically disengage
- Opens exciting new possibilities not previously available
- Creates a "just one more" cycle of continued engagement
- Exploits curiosity about newly unlocked capabilities
Psychological Mechanisms
- Disrupts planned disengagement by presenting new value
- Introduces a curiosity gap about new capabilities
- Creates a desire to test and experiment with new abilities
- Resets the psychological cost-benefit calculation for continuing
Implementation Patterns
- New Abilities: Unlocking skills, tools, or powers that change gameplay
- New Content: Opening new areas, levels, or story elements
- Strategic Advantages: Providing capabilities that would have helped in previous challenges
- Customization Options: Unlocking personalization features that enhance ownership
Example: Plants vs Zombies
Upon completing each level, players unlock a new plant that often directly counters the toughest zombie from the just-completed stage. This creates a compelling desire to try the new plant, extending play sessions as players want to experiment with their new capability.
Additional Connections
- Broader Context: Core Drive 2 - Development and Accomplishment (milestone unlocks reward achievement)
- Applications: Session Design (using milestone unlocks to extend engagement sessions)
- See Also: The Hook Model (milestone unlocks function as variable rewards in the engagement cycle)
References
- Yu-Kai Chou, "Actionable Gamification: Beyond Points, Badges, and Leaderboards"
#gamification #gamedesign #engagement #milestones
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