XP, HP, and AP are foundational resources in game design — numeric systems that define how a player progresses, survives, and acts.
They’re not just stats — they drive all the logic of risk, growth and choice in the game.
1️⃣ XP — Experience Points
Definition: A progression resource, earned by completing objectives, defeating enemies, or making impactful choices.
Function | Why It Matters |
Tracks long-term growth | Levels, skill unlocks, narrative evolution |
Rewards engagement | Combat, exploration, quests, dialogue |
Creates feedback loop | Visible reward → motivation → mastery |
📍Example: In Skyrim, XP is earned by using skills. The more you sneak, the better you sneak — and you choose where to grow (HP, stamina, magicka + perks).
2️⃣ HP — Hit Points (Health)
Definition: A survival resource, representing how much damage a character can take before death or defeat.
Function | Why It Matters |
Core risk system | Losing HP = threat of failure |
Drives player caution | Forces healing, defense, positioning |
Enables feedback loops | HP bars = readable tension |
📍Example: In Dark Souls, HP is scarce and precious. It shapes how aggressive you can be — and how much danger you can risk between bonfires.
3️⃣ AP — Action Points
Definition: A tactical resource that governs how many things a player can do per turn or time unit.
Function | Why It Matters |
Enforces choice | You can’t do everything — prioritize |
Builds planning tension | Movement vs attack? Skill vs item? |
Enhances mastery | Good players use AP better, not just more |
📍Example: In XCOM, each soldier has 2 AP. One to move, one to act — or both to move farther. Every turn is a puzzle of how to spend them.
4️⃣ System Synergy
Resource | Drives | Interacts With |
XP | Growth | Boosts HP/AP, unlocks options |
HP | Survival | Tied to healing, tanking, risk |
AP | Tactical depth | Constrained by skills, terrain, debuffs |
📍These systems work best when they depend on each other. High AP means nothing if you die in two hits (low HP). HP means nothing if you can’t act (low AP). XP means nothing if nothing changes when you level up.
✅ XP/HP/AP Design Checklist
📍XP/HP/AP are not UI stats. They’re player-facing consequences — and should always create meaningful pressure.
Summary
Term | Function | Drives |
XP | Progression | Growth, reward loops |
HP | Survival | Risk, tension, pacing |
AP | Action Economy | Planning, trade-offs, tactics |
📍XP, HP, and AP are the bones of systemic play. They’re not just numbers — they’re how a game speaks to the player: “You’re growing.” — “You’re in danger.” — “You have a choice.”