Mission chains with increasing complexity
The mission chain is an architecture of goals from steps and chapters (Act I → Act II →...), where each next block is a little more complicated than the previous one. Properly designed progression creates a sense of "mastery and path," increases Retention, Stickiness and LTV, without interfering with RTP and the honesty of games.
1) Design goals and principles
Smooth progression: the growth of requirements according to the rule "a little more complicated than yesterday" (no spikes).
Honesty without pay-to-win: rate normalization, volume caps, scoring the best attempts.
Transparency: on one screen - goal, steps, deadline, reward, next requirement.
Anti-frustration: checkpoints, partial transfer of progress, "pitti" counters of rare conditions.
Segmentation: different paths for beginners/midcore/VIP without discrimination.
Default RG: Points/XP only within the player's voluntary limits.
2) Chain formats
1. Linear (campaign): 5-7 chapters, each 2-4 missions. Simple communication.
2. Fork (branch): the player chooses one of 2-3 missions per chapter - a feeling of control.
3. Collectible: collect a set of cards/providers; pity-counter.
4. Team branch: overall clan progress, Top-M contributions.
5. Seasonal arc: 4-8 weeks, chapters = weeks; finals - status/cosmetics.
3) Progression curves and gating
3. 1. XP/complexity curve
`XP_needed(level n) = base n^α`, где `α = 1. 15–1. 25 '- moderate growth; insert a light checkpoint every 3-4 steps.
3. 2. Types of requirements
Skill base: relative indicators of luck (multiplier), median segments.
Volumetric (limited): "play X unique providers" (anti-cycling).
Combined: "achieve a factor of ≥ x12 N times for different providers."
3. 3. Gatings
Soft: recommended level/division; mission can be taken, but with a reduced reward.
Hard: access to the chapter after the previous one (use sparingly).
Time windows: 2-4 windows/day, grace 1-3 min; right to pass N times/week.
4) Fair progress formulas (no pay-to-win)
Base: 'XP = round (100 log2 (Win/Bet + 1))' - rewards relative luck rather than bet size.
Anti-grind: N best events/day or per window are counted (e.g. N = 20/day; in sprint N = 10-15).
Sprint aggregation: the result of the sprint chapter = the median of the best three 5-minutes.
Variety: '+ B' for the first 'M' unique providers/chapter (for example, 'B = 50', 'M = 3').
Bonus funds: 'coef _ bonus ≤ 0. 5 'or' 0' in finals.
Tiebreakers: 1) previously reached; 2) greater diversity; 3) deterministic seed.
5) Anti-frustration: checkpoints, transfer and pity
Checkpoints: each chapter is divided into 2-3 sub-stages with an intermediate award.
Partial transfer: 50-70% of unused XP goes to the "bank of the season."
Pity-counter: event guarantor (e.g. "multiplier ≥ x12") times in 'K' attempts; K is configurable.
"Wild Card": X chapter omissions/season without losing final status.
Elastic goals (neat): if the player did not reach 2-3 times in a row, lower the threshold of the next chapter by 5-10% (with the "adaptive" mark in UI).
6) Awards economy and pacing
RewardRate landmark: 0. 2–0. 8% of the GGR cohort involved.
Pacing: the award is split - 60% into intermediate checkpoints, 40% - the final of the chapter/season.
60/30/10 structure:- 60% - cosmetics/statuses/frames/banners, 30% - freespins fix. face value or bonus loans (vager x20-x35), 10% - access (early releases, private events).
- Payment width: 30-50% of those who complete the chapter receive an award.
- Anti-cannibalization: Frispins on dispersion-driven slots; conversion caps.
7) UX chain patterns
Campaign map: "You are Chapter 3 of 6," the requirements are visible next.
Single chapter screen: goal, progress, deadlines/windows, remaining attempts, "claim."
Micro-feedback: "+ 40 XP for x3," "120 XP left," "1 step to checkpoint."
Explainability: short formula "multiplier + best N "; examples.
Accessibility (A11y): contrast, large numbers, focus states, voice acting, keyboard.
Localization: deadlines in the local TZ, cultural holidays in the schedule.
8) Command chains (option)
Team score: 'TeamScore (day) = Sum (Top M personal XP)'; M = 10 - reduces the "steam locomotive."
Minimum contribution: ≥5 counted events/day to exclude "dead souls."
Team checkpoints: general rewards for 25/50/75% of the chapter's progress.
9) Anti-Fraud и RG
Idempotence: 'event _ uuid', journal "seen," retrays are safe.
Anti-bot: challenges in the window finale; uniform interval filter.
Connection graph: common devices/IP/payments → hold prizes, manual verification.
Caps: 'Cap _ per _ spin' (e.g. 700 XP), 'Cap _ per _ day', quotas for one slot/provider.
RG: points only within voluntary limits (time/deposits/losses); Break reminders neutral copyright (anti-FOMO).
10) Technical architecture
Пайплайн: Client → Event Ingest → Rules/Scoring → Progress Service → Chain/State Machine → Rewards → Comms/CRM
Фоново: Snapshotter, Analytics & A/B, Anti-Fraud/RG, Audit/Observability.
State Machine of the chapter: states' locked → active → checkpointed → completed → claimed '.
SLA: progress update ≤ 200-300 ms, claim ≤ 72 hours, uptime ≥ 99. 9%.
Snapshots: hourly progress casts; fast rollback.
Feature-flags: per-region/division rule versions; reversible rollback.
11) Quality metrics and thresholds
Fairness
ρ (XP, Bet) in mass divisions ≤ 0. 2; Gini XP per chapter ≤ 0. 5.
Engagement
CR of taking the next chapter ≥ 60-70% (after passing the current one).
Average attempts scored/player/day ≈ 'N _ best ± 20% '.
The share of players with a ≥1 counted attempt/day in the active chapter ≥ 35-45%.
Economy
RewardRate 0. 2–0. 8%; Claim-rate for 72 hours ≥ 85%.
Ops
p95 log "event → UI" ≤ 300 ms; late-rate ≤ 3%; duplicates ≤ 0. 3%.
RG/Experience
Complaints/10k ≤ 8-10; the level of self-regulation is not worse than control.
12) A/B approach (what to test)
Level curve α: 1. 15 vs 1. 25.
N best: 10 vs 20/day; sprint 10 vs 15.
Diversity Bonus: B = 0/50/100; M=2/3.
Partial transfer: 0% vs 50-70% to seasonal bank.
Pity K: Event guarantor every 50/75/100 attempts.
Guardrails: RTP, complaints/10k, RG signals - not worse than control; duration - minimum full chapter/week cycle.
13) Configuration templates (copy)
Template A - 6 Chapter Campaign (free + premium, no P2W)
Formula: 'XP = round (100 log2 (Win/Bet + 1))'; 'N _ best = 20/day'.
Variety: '+ 50' for the first 'M = 3' provider/chapter.
Pity: guarantee "multiplier ≥ x12" times in'K = 75'attempts.
Awards: 60/30/10 structure; payout width 40%.
Tie-break: previously reached → greater variety → seed.
Template B - 2 of 3 Branch
There are 3 missions available per chapter; need to close any 2.
Windows: 3 ×, 60 min/day; grace 2 min; 1 wild card/week.
Partial transfer: 60% XP to seasonal bank.
Template C - Command Branch (Top-M)
Personal XP as in A; team: 'TeamScore (day) = Sum (Top 10 XP)'; min contribution ≥5 counted events/day.
Command checkpoints by 25/50/75%; awards - cosmetics/banner.
14) Chain start checklist
Rules/Progression
- Normalization of'log2 (Win/Bet + 1)', 'N _ best', caps per spin/day.
- Level curve 'α 1. 15–1. 25 ', pity-counter, checkpoints, XP transfer.
- Tiebreakers and exceptions for bonus funds.
Economy
- RewardRate 0. 2–0. 8%, payout width 30-50%, 60/30/10 structure.
- Claim ≤ 72 ч; frispins - predictable variance.
Technique/Operations
- SLA ≤ 300 ms; Snapshotter; Feature-flags; stop button.
- Idempotence, anti-bot, linkage graph, late-window.
UX/CRM
- Campaign map, one chapter screen, micro-feedback, A11y, localization.
- Calendar of windows, "wild-cards," communication before/during/after.
Data/A/B
- Fairness/ops/RG dashboards; design of experiments; guardrails.
15) Common bugs and quick fixes
1. Difficulty spikes → align the curve (α↓), insert an intermediate checkpoint.
2. Pay-to-win through volume/bet → 'N _ best', log normalization, caps per spin/day.
3. Hard deadlines without alternatives → repeatable windows + "wild-card."
4. The feeling of "got nothing" → the partial transfer of XP to the seasonal bank.
5. Command "steam locomotive" → Sum Top-M + minimum contribution.
6. Slow feedback → hot aggregation, SLA ≤ 300 ms, bronze mode during overload.
Mission chains with increasing complexity are successful when they:
1. grow smoothly and predictably, 2. use honest formulas (multiplier + best N) and anti-frustration mechanics (checkpoints, transfer, pity), 3. keep the economy in the corridor and pay widely, 4. backed by real-time architecture, RG and anti-fraud, 5. measured via A/B and fairness/ops/UX metrics.
So you turn single missions into a meaningful campaign that steadily grows engagement and LTV - without pressure on the player and without breaking the basic mathematics of games.