Making Progress Obvious
Once users entered the platform, the bigger risk wasn’t churn, it was confusion.Game7 had many mechanics like quests, XP, streaks, skill trees, ranks. The danger was turning participation into noise. Instead of treating these as independent features, we designed them as signals in one shared language of progress.
XP wasn’t just a number. It told you where you stood.
Quests weren’t tasks. They explained what mattered next.
Skill trees didn’t add complexity, they gave direction.
Every interaction answered a simple question: “What did I just do, and why does it matter?”
The trade-off here was restraint. We intentionally avoided over-gamifying every action. Not everything needed fireworks. Clarity was the real reward.

