What you are referring to is definitely a mix of two recreation design concepts, plus a UI design.
- Splitting recreation into a number of chapters or episodes, every with many ranges in them
- Being in a position to choose ranges after you’ve got accomplished them, and replay to get the next rating
- (UI) presenting the extent choice as a grid
These concepts are all fairly previous. The first is detailed on this wiki article: Episodic online game, with examples going way back to 1979. The key attribute is just like the Gillette razor mannequin (which is a good older concept), the place the primary installment(s) are supplied at very low price (and even free within the case of episodic shareware video games pioneered by Apogee), and subsequent episodes may very well be created comparatively cheaply.
The second, stage choice, can also be an previous and comparatively apparent concept. Level choose lets gamers replay earlier elements of the sport, and having a “star” or excessive rating system offers the inducement. Other methods of encouraging replays embody utilizing “par” occasions, or including secret collectables.
The third is a UI concept; grid interfaces swimsuit cell contact interfaces notably effectively. As a comparability, the sport Candy Crush makes use of the primary two recreation design concepts however not the grid interface, which makes it reasonably troublesome to flick through the earlier ranges.