I don't usually like to post links in here simply because if something make sense, then I should be able to Explain it myself.... and with that said, Here you go
Vertical progress is therefore in many cases the worse alternative. It is much less interesting than its horizontal counterpart because it does not present the player with anything new or interesting. Instead it usually just makes him fill bars. While this might feel just as good, it’s generally pretty meaningless for the particular system as well as the player and does not significantly affect the gameplay in any way (as demonstrated in the satirical Progress Quest). In many cases this form of progress is used to trick the player into believing that he himself has learned something. The urge to learn and master challenges (according to Raph Koster the root of all fun in games) is projected onto the virtual and numerical “learning” of the avatar.
On top of that, problems concerning the difficulty level arise: If the avatar gets stronger and stronger, the enemies have to keep up. However, the player should also feel more powerful over time (so the enemies have to grow in strength slower), but at the same time regularly face new challenges (so the enemies have to grow in strength faster). This conflict is usually circumvented by letting the game alternate between sections that are way too easy and passages that are genuinely difficult. This is usually a rather poor solution though, since the truly optimal composition (“flow”) of growing player capabilities on one side and more and more challenging gameplay on the other will rarely, if ever, hold up long-term.
Fabian Fischer
I honestly don't know why he calls it "Vertical Progress"....... I think a more apt term would be "Abstract Progress".... Thats what it is, isn't it ? If you've read the blog, he mentions other forms progression, Horizontal Progression which happens when you unlock a new set of actual gameplay mechanics, not many games do this in this day and age (Metroid, DarkSiders, Batman, etc). and Implicit Progression, in which the player, yes the man behind the controller, gets better and better in a game that mostly stays the same (no new mechanics and no chnages to stats), like Fighting Games... both of these seem pretty practical compared to the Numerical method of Vertical Progression, in which there no new game play mechanics AND the player doesn't learn anything new or get better at the game since your Avatar will be doing all that for the player..... its essentially a watered down version of actual progression, Hence... Abstract Progression, and as for difficulty.... if numbers matter more than anything you learn or any gameplay mechanics then what you have there is Lulu's very own: Abstract Difficulty (believe me, its gonna be a thing) ;)
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