Daylila
How games actually work

Lesson 5 of 13

The number must go up

Explain how progression hooks us, and becomes a treadmill engineered never to finish.

01 · Learn · the idea

A progress bar is one of the most powerful objects ever drawn on a screen. Open a fitness app, a profile, a game, and there it is: a strip that fills as you do the thing. You did fifteen sit-ups; the ring closes a little. You finished a quest; the bar nudges right. Nobody had to teach you to care about it. You just do. The bar moves, and something in you wants to see it reach the end.

Games run on this harder than almost anything else. Last item we met the random reward — the prize that may or may not come, the slot-machine pull. This item is its opposite, and it hooks just as hard for the reverse reason.

A reward you can count on

The random reward grips because you can’t predict it. A progression system grips because you can.

XP, levels, a filling bar, a skill tree that lights up node by node — these all do one thing. They turn effort into a number, and they make the number go up every time. You play, you gain. There is no maybe about it. The bar always moves. You can see exactly how far you’ve come and exactly how far is left.

That certainty is the whole trick. Effort that produces nothing visible feels like wasted effort. Effort that always moves a number feels earned. The progress bar is a promise: do the thing and you will see it count.

Why a number beats a feeling

Think about effort with no scoreboard. You read for an hour. Did you get smarter? You can’t see it. You can’t measure it. The next day you might not even remember doing it.

Now put a bar on it. Read for an hour, the bar fills three notches, your level ticks from 7 to 8. Suddenly the same hour feels different. It registered. It left a mark you can point to.

This is why games staple a number to everything — kills, coins, hours, quests, distance walked. Not because the number means much on its own. Because a visible, climbing number turns vague effort into legible reward. Your brain treats “the bar moved” as proof the time was worth something.

The honest version

There’s nothing dishonest about this. A bar that fills is one of the cleanest, fairest rewards a game can offer. The key question is one thing: does the bar actually reach the end?

Picture an honest progression system. Every level needs the same effort — say 100 XP. A session earns you about 100 XP. So:

  • Level 1 → 2 costs 100 XP. One session.
  • Level 2 → 3 costs 100 XP. One session.
  • Level 3 → 4 costs 100 XP. One session.

Twenty levels to the top? That’s twenty sessions. You can do the maths. You can see the finish line, and every session brings it one step closer. Distance to the end shrinks. You will get there. This is honest. The reward is real and the end is real.

The treadmill version

Now change one rule. Make each level cost more than the last.

Say level 1 → 2 costs 100 XP. Level 2 → 3 costs 200. Level 3 → 4 costs 300. Every level the price climbs by another 100. Same session earning ~100 XP. Watch what happens to “sessions until I level up”:

  • Level 1 → 2: 100 XP ÷ 100 = 1 session.
  • Level 2 → 3: 200 ÷ 100 = 2 sessions.
  • Level 3 → 4: 300 ÷ 100 = 3 sessions.
  • Level 9 → 10: 900 ÷ 100 = 9 sessions.

Each level takes longer than the one before. The bar fills more slowly every time. And the total to reach, say, level 50 isn’t 50 sessions — it’s 100 + 200 + 300 … all the way up, which adds to over a thousand sessions. The “end” you could see at the start has quietly moved miles away.

Here’s the part to feel. At every single moment the bar is still filling. You’re still gaining. The number still goes up. Nothing looks wrong. But the finish line is receding faster than you approach it. You are walking on a treadmill that speeds up as you do.

Where the honest reward turns into a trap

The mechanism is the same in both versions: visible, guaranteed growth. What changes is whether it’s built to finish.

An honest system uses the bar to mark real progress toward a real end. A treadmill uses the exact same bar to keep you walking — because a player chasing the next level is a player still playing. Stretch the curve far enough and “max level” stops being a destination and becomes a horizon: always visible, never reached.

You can spot the tell. When each level costs sharply more than the last, when the time-to-next keeps climbing, when there’s always one more tier above the one you just hit — the bar isn’t measuring your progress to an end. It’s the leash that keeps you here.

On the whole

The progress bar works on us because we are pattern-completers. An unfinished thing pulls at us; a bar at 90% is almost unbearable to leave. That instinct is older than games — it’s the same thing that makes an unfinished task nag, a half-told story demand its ending. Games didn’t invent it. They found it, measured it, and learned to keep it exactly 90% full forever.

This is the wider machine the whole course has been tracing. The tight loop, the satisfying feedback, the unpredictable prize, and now the climbing number — none of these are tricks pulled on a fool. They’re real pleasures, honestly built, that work because of how human minds are made. The same drive that makes finishing things feel good is the drive a treadmill borrows to make sure you never finish. We don’t stand outside that drive, judging it. We’re the ones watching the bar, wanting it to reach the end.

02 · Try · the lab

03 · Check · quick quiz

1. Last item's random reward and this item's progress bar both grip players hard. What's the difference in *why* they grip?

  • The random reward grips because you can't predict it; the progress bar grips because you can — guaranteed, visible growth feels earned
  • They grip for the same reason: both pay out at random
  • The progress bar grips because it's harder to earn than a random drop
  • Only the random reward actually works; progress bars are decoration
Answer

The random reward grips because you can't predict it; the progress bar grips because you can — guaranteed, visible growth feels earned — They're near-opposites. The random reward hooks through uncertainty — the prize that may or may not come. The progress bar hooks through certainty — effort always moves the number, so the time feels like it counted. Both are real pulls; they just work from different directions.

2. In an honest system every level costs 100 XP and a session earns 100 XP. In a treadmill, level L costs 100 more than level L−1 (100, 200, 300…), same 100 XP per session. What happens to 'sessions to reach the next level' as you climb the treadmill?

  • It stays at 1 session per level, same as the honest version
  • It keeps rising — 1 session, then 2, then 3 — so each level takes longer than the last
  • It falls, because higher levels are easier
  • It's random from level to level
Answer

It keeps rising — 1 session, then 2, then 3 — so each level takes longer than the last — Honest: 100 XP ÷ 100 per session = 1 session every level, so the end is a fixed number of sessions away. Treadmill: level 1→2 is 1 session, 2→3 is 2, 3→4 is 3. The bar still fills, the number still rises — but each level takes longer, so the finish line recedes.

3. A progression system is honest right up until it isn't. What's the tell that an XP/level system has tipped from a real reward into a treadmill?

  • The bar fills slowly even on the first level
  • The game shows you your level number anywhere on screen
  • Each tier costs sharply more than the last and there's always one more tier above the one you hit — so 'max level' becomes a horizon, never a destination
  • You earn XP for more than one kind of action
Answer

Each tier costs sharply more than the last and there's always one more tier above the one you hit — so 'max level' becomes a horizon, never a destination — Visible, guaranteed growth is the same mechanism in both versions — the question is whether it's built to finish. When every level costs far more than the last and the time-to-next keeps climbing with no real end, the bar isn't measuring progress to a destination; it's the leash that keeps you playing.