Modelling Player Behaviour with Machinations


We’re looking at how Machinations can be used to test progression systems for different player profiles and play styles, ranging from casual players to your biggest whales. As well as how different players might approach your game and how this impacts their progression.

We were joined by Jeffrey Feenstra, LiveOps specialist @ PopReach who went over how he uses Machinations to optimize existing games and improve their performance and returns.

You’ll learn how to:

  • Use Machinations to simulate different player choices and play styles
  • Adjust the game balance so that all types of players get a great experience
  • Use Registers to manipulate randomness and simulate different player responses
  • Use Machinations to optimize live game balance and returns