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Mechanic family

Progression & Persistence

What a game remembers about you between deaths and sessions, from three initials in Asteroids to a battle pass that expires on a schedule.

Mechanics 17 Earliest 1972 Latest 2013 Roots in this family 2

Numeric Score in Pong is the first thing a game ever remembered, and the whole family is downstream of that impulse to keep a number. Space Invaders converts failure into a budget with Lives and Continues; Asteroids writes the number to battery-backed RAM and invents both persistent identity and the leaderboard. Rogue then does two incompatible things in the same year — Experience Points and Levels imports permanent capability from tabletop, and Permadeath Run Structure guarantees you will lose it.

Hardware settles the argument temporarily. Pitfall II's Checkpoint Respawn makes failure a rewind. Metroid encodes state as a password the player carries; The Legend of Zelda's Battery-Backed Save File makes the cartridge remember, which is what makes the modern campaign possible. Diablo's Branching Skill Tree and Colour-Coded Loot Rarity turn progression into a spatial choice with opportunity cost and a one-glance value language, and World of Warcraft compresses that language back into a single ascending number.

Designers argue endlessly about what death should cost. Dark Souls answers with Bonfire Checkpoint & Currency Risk: rest resets the world, death drops your souls where you fell, and you get exactly one attempt to recover them. Rogue Legacy answers with Run-Persistent Meta-Progression, where the run is lost but something survives it — the compromise that made roguelikes mass-market. Call of Duty 4 answers a third way, with Prestige Reset-for-Status, where surrendering everything voluntarily is the reward. All three are grandchildren of the same 1978 decision to charge for another life, and all three are still in active dispute.

The family, in order of arrival

1978
Lives and Continues 1978Space Invaders
1981
Character Classes 1981Wizardry: Proving Grounds of the Mad Overlord
1984
Checkpoint Respawn 1984Pitfall II: Lost Caverns
1986
Battery-Backed Save File 1986The Legend of Zelda
1995
New Game Plus 1995Chrono Trigger
2007
Perk-Based Loadout Customization 2007Call of Duty 4: Modern Warfare
2007
Prestige Reset-for-Status 2007Call of Duty 4: Modern Warfare

Every mechanic in this family

Progression & Persistence · 1972
Numeric Score
A numeric score is a running total the game keeps on the player's behalf, the earliest form of memory in the medium an…
Origin: Pong
Progression & Persistence · 1978
Lives and Continues
Lives and continues turn failure into a budget: a player is given a fixed number of attempts, and running out ends the…
Origin: Space Invaders
Progression & Persistence · 1979
Persistent High-Score Table
A persistent high-score table stores the best results and the initials of whoever set them, creating the first player …
Origin: Asteroids
Progression & Persistence · 1980
Experience Points and Levels
Experience points and levels convert repeated actions into permanent capability, giving a character a number that rise…
Origin: Rogue
Progression & Persistence · 1980
Permadeath Run Structure
Permadeath means a run ends for good when the character dies, with the save file erased, so every decision carries con…
Origin: Rogue
Progression & Persistence · 1981
Character Classes
Character classes bundle abilities, restrictions and a role into a single early choice, trading a character's breadth …
Origin: Wizardry: Proving Grounds of the Mad Overlord
Progression & Persistence · 1984
Checkpoint Respawn
Checkpoint respawn returns a failed player to a marked point inside the level rather than to the beginning, making fai…
Origin: Pitfall II: Lost Caverns
Progression & Persistence · 1986
Battery-Backed Save File
Battery-backed saving puts a small amount of powered memory inside the cartridge so a game can record its own state, a…
Origin: The Legend of Zelda
Progression & Persistence · 1986
Password Continuation
Password continuation encodes a player's progress as a string of characters they write down, letting a game remember i…
Origin: Metroid
Progression & Persistence · 1995
New Game Plus
New Game Plus restarts a completed game while carrying the player's accumulated power forward, so a second run becomes…
Origin: Chrono Trigger
Progression & Persistence · 1996
Branching Skill Tree
A branching skill tree spends earned points on a diagram of connected abilities, where reaching a powerful option mean…
Origin: Diablo
Progression & Persistence · 1996
Colour-Coded Loot Rarity
Colour-coded loot rarity assigns each item a colour that signals its tier at a glance, turning evaluation into an inst…
Origin: Diablo
Progression & Persistence · 2004
Numeric Gear Power Treadmill
A numeric gear power treadmill reduces equipment to one ascending number, letting a game gate content by that figure a…
Origin: World of Warcraft
Progression & Persistence · 2007
Perk-Based Loadout Customization
Perk-based loadouts let players assemble their own class from unlocked weapons and modifiers before a match, replacing…
Origin: Call of Duty 4: Modern Warfare
Progression & Persistence · 2007
Prestige Reset-for-Status
Prestige lets a player who has reached the maximum rank reset all their progress in exchange for a symbol, converting …
Origin: Call of Duty 4: Modern Warfare
Progression & Persistence · 2011
Bonfire Checkpoint & Currency Risk
Bonfire checkpoints restore supplies and respawn every enemy when used, while death drops the player's accumulated cur…
Origin: Dark Souls
Progression & Persistence · 2013
Run-Persistent Meta-Progression
Run-persistent meta-progression lets a failed run leave something permanent behind, so a roguelike's deletion of the c…
Origin: Rogue Legacy

Inherited from other families

Mechanics outside this family that parent something inside it — where the cross-pollination happens.

Exported to other families

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