Scaling

A scaling archetype is a named way in which capability grows, broadens, or is held level across play or across releases. Vertical scaling raises magnitude: statistics that climb with level, items on a ladder of tiers, a level cap raised by an expansion. Horizontal scaling adds options while power stays roughly level: sidegrades, abilities collected rather than strengthened, content added without a higher ceiling. Normalizing scaling compresses or cancels vertical differences: enemies that rise with the player, a player synced down to a zone's level, numbers squished back to a smaller range. Each entry lists the games that have the archetype and records for every game the basis the scaled value is keyed to there.

23 archetypes, 133 examples. Scaling archetypes link to the mechanics they run through, among them experience levels and skill trees; they carry no design properties or effect tags, and they are not part of the patterns figures. Data: JSON, CSV, examples CSV.

Vertical scaling

Capability grows in magnitude: larger numbers, higher tiers, a higher ceiling.

Horizontal scaling

Options or breadth grow while power stays roughly level: more choices, not stronger ones.

Normalizing scaling

Vertical differences are compressed or cancelled, so that players, enemies, or content of different levels meet on comparable terms.

Bases

Scopes

Character
What scales is a character’s own statistics, level, or roster of options. Bounded Accuracy, Catch-Up Acceleration, Class Switching, Cosmetic Progression, Level Sync, Post-Cap Progression, Real-Time Training, Roster Unlocks, Soft Caps, Stat Growth
Item
What scales is equipment: its tier, level, or the spread of items on offer. Item Level, PvP Normalization, Sidegrade
Ability
What scales is the magnitude or reach of an ability, spell, or attack. Ability Collection, Ability Ranks, Attribute Scaling, Skill Variants
World
What scales is the opposition or the world: enemies, zones, encounters. Difficulty Gradient, Enemy Level Scaling
Content
What scales is the game across releases: expansions, card sets, seasons. Horizontal Expansion, Level Cap Increase, Power Creep, Stat Squish

Axis by scope and basis

Archetypes by axis and scope. Each archetype has exactly one of each.
AxisCharacterItemAbilityWorldContent
Vertical31212
Horizontal31201
Normalizing41011
Examples by the archetype's axis and the basis recorded for that game. A game with two bases counts in both columns. Counts describe the examples recorded here, not how games in general scale.
AxisCharacter levelAttributeSkill rankItem tierUnlockReleaseContent levelDifficulty tierResetReal time
Vertical22121613096305
Horizontal111303680100
Normalizing177052612140