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How to gate exploration without trapping players

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Chapter 25 of 26 · Progression, systems and story
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Gate the world with abilities, knowledge and soft locks, show every lock before the key, and give each lock more than one answer. Then backtracking is a reward the player chooses, not a chore the game forces.

2 Key takeaways

Required bosses are a small slice of the total
Silksong (Act 2)12 required29 total
Elden Ring12 required150 total
Both games ask for the same 12 fights and leave the rest of the depth for curious players.
  • Keep the required path simple and put the depth in optional content. Casual players keep moving, and curious players get rewarded.
  • Gate with weakness, money and knowledge, not only with items. These gates keep a sense of order without a physical wall.
  • Show the blocked path before the player owns the tool. A remembered dead end tells the player where to return.
  • Give critical progress more than one lock or route. A stuck player always has another way forward.
  • Make the return trip short and give it a reward. Players go back gladly when the trip is cheap and something new waits.

You made this decision off of your own back, and you’re rewarded with an upgrade.

Mark Brown, Game Maker's Toolkit

2.1 Shape the map and pace how it opens

Limit what is open at once, and let the player learn the world before the reins come off.

2.2 Pick gates that are not walls

Danger, cost and knowledge can turn players away while the way stays technically open.

2.3 Show the lock before the player has the key

A memorable dead end is what makes a player decide to come back.

  • Let the player see the goal they cannot reach.
  • Place the dead end just before the item that sets up the next one.
  • Say which ability a blocked spot needs.
  • Gate the entrance with the item, and keep each item usable in its own area.

2.4 Give every lock more than one answer

One locked door, three different ways inside
Several answers to one lock keep a stuck player moving and let a clever one skip ahead.

Extra routes keep a stuck player moving and let a clever player skip ahead.

  • Give crucial progress two ways through.
    • Metroid 1 can reach Kraid by two routes, accepts the high jump or the ice beam in some places, and hides the ice beam in two spots Mark Brown, Game Maker's Toolkit6:04.
    • Team Cherry adds a connection between adjacent areas if it makes sense in the world and does not strand players. Deepnest links to the Queen's Gardens this way Mark Brown, Game Maker's Toolkit28:41.
    • Elden Ring has a semi-secret path around Stormveil Castle and Godrick. Fia's quest lets you enter Leyndell without fighting the Draconic Tree Sentinel Mark Brown, Game Maker's Toolkit5:51.
  • Offer several leads and several solutions.
  • Let goals fall in any order, and expect to pay for it.

2.5 Make the return trip cheap and worth it

Backtracking feels like a reward when the player chooses it, the trip is short and something new waits.

2.6 Where designers disagree

Fast travel, difficulty steering and sequence breaking each help some games and hurt others.


Sources

Part of Progression, systems and story in the growth library.