Layered Progression Loops
Never let the player play for nothing, offer rewards after each mission. Always have a long term goal to work towards Upgrades in the Arsenal complete while you play regular missions.
Metrics
Average Playtime per session. Frequency of weapon / arsenal / hub upgrades. # Missions taken to reach X upgrade milestone.
Encourage Team Work
Character archetypes meant to complement each other. 3 Special Equipments chosen from every player’s arsenal before raids. Help members of your Squad with their upgrades.
Metrics
Firmware chosen per player. Most chosen team composition. Upgrade materials shared. Squad performance overview (firmware, weapons used, loadout, success %) Community Feeling
Lobby shared between “every” player. Players choose a sponsor, for unique rewards and community advancement. Community driven events influence trade and quests.
Metrics
Advancement of the Endless War (Helldivers 2) Quickplay vs Friend group percentage Engagement with the Player Market Reward Experimentation
Leveling up various weapons and equipment gives the most rewards. Rotation of items sold in shops and quests offered. Special missions are available with a set starting equipment. Metrics
Play rate and success rate of special missions. Hoarding Fantasy
Visual representation of all the progression loops in the lobby. Hoarding leaderboards updating to show how much loot the community has. Milestones to hit when enough loot has been acquired. Metrics
Total loot collected per player / squad (milestones tracked) Track the traffic inside a player’s stash
What’s Not
This graph represents features, mechanics and game elements that are not in the game, ranked in descending order from how likely they are to be in the game.
Here, we can see that a hard class system isn’t present in the game, but I’m open to it, whereas the game doesn’t have a survival system and I’m strongly against it.