MISSION IMPOSSIBLE? WHAT WILL IT TAKE TO MAKE IT TO THE NEXT LEVEL?
What will the players in your game need to do, in order to 'level up'? We tend to plan for 'progressions' in our practices to enhance complexity of the practice for our players. Or, we might decide to set individual, unit or team challenges to alter the difficulty of the task. How do we know the 'right time' to use progressions or challenges? In Good Game Design, assessment is explicitly woven into design, resulting players 'levelling up' once they can apply a problem solution.