Create structured scaling with exactly 3 tiers.
Discussion Question: Think about a game you love. Does it get harder? HOW does it get harder — more enemies? Faster speed? Smarter AI? Or does it give you defined "levels" of difficulty? Which approach feels better to play?
Progression = increasing stakes in controlled steps. Not infinite scaling — defined tiers. Each tier increases both risk and reward. Three tiers keep Version 1 manageable.
| Tier 1 | Tier 2 | Tier 3 | |
|---|---|---|---|
| Difficulty | Low | Medium | High |
| Risk | Safe to learn | Real consequences | High stakes |
| Reward | ×1 | ×2 | ×3 |
| Feeling | "I can do this" | "This is getting real" | "One mistake and I'm done" |
Tier 1 (Low Threat): riskLevel < 2. Base enemy power 5–10. XP reward ×1.
Tier 2 (Medium Threat): riskLevel 2–4. Enemy power 10–15. XP reward ×2.
Tier 3 (High Threat): riskLevel > 4. Enemy power 15–25. XP reward ×3.
Tier 1 (Small Homes): karma 0–99. Low build cost, low payout.
Tier 2 (Medium Builds): karma 100–299. Medium cost/payout. Medium debt risk.
Tier 3 (Major Projects): karma 300+. High cost, high payout, high debt risk.
Time: 15–20 minutes | Materials: Paper, pencils
Draw 3 columns on a piece of paper: Tier 1, Tier 2, Tier 3.
For each tier, write down:
- Ami: Enemy power range, XP reward multiplier, risk level range
- Ida: Job cost range, karma payout, debt risk level
Then answer these questions for each tier:
- What is the unlock requirement to reach this tier?
- How does this tier feel different from the one before it?
- Is the jump between tiers noticeable? (If Tier 2 feels like Tier 1, the tiers are too close.)
Compare: Both kids show their tier maps to each other. Are the tiers balanced? Does each tier feel meaningfully different? If not, adjust the numbers until they do.
Tier changes visibly as progress increases. Higher tiers feel harder and more rewarding.
Exactly 3 tiers in Version 1. No sub-tiers. No dynamic difficulty adjustment.
Tiers too close together — they don't feel different. Make the jump between tiers noticeable.
Not scaling both difficulty AND reward — if Tier 3 is harder but doesn't pay more, it feels punishing, not rewarding.
Making Tier 3 impossible — high difficulty should be challenging, not unfair. Playtest each tier.
Ask: "Why 3 tiers instead of infinite scaling?" Answer: constraints create design decisions. Infinite scaling is lazy — you never have to decide when things change. Three tiers force you to define exactly when and how.
During the tier mapping activity: Watch for tiers that are too similar. If a kid writes "Tier 1: power 5–10" and "Tier 2: power 8–12," those tiers overlap. Push them to make each tier feel distinct. The numbers should tell a story of escalation.
Key insight: Tiers are not just numbers — they represent a change in how the game feels. Tier 1 should feel safe. Tier 2 should feel tense. Tier 3 should feel dangerous. If the feeling doesn't change, the numbers aren't different enough.
Looking ahead: Tomorrow we add unlock gates — you can't reach Tier 2 until you've earned it.