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Copy of Candy Crush

齊 阿

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This diagram models a complex gaming economy and user interaction system, focusing on the dynamics between players’ actions, in-game currency management, the use of boosters, and progression through levels. It outlines mechanisms for player engagement and monetization strategies within a game environment. The system incorporates various sources such as matches played, purchases made within the game, and special events that contribute to the acquisition of gold bars and boosters. These elements interact through a series of transactions that allow for the buying of extra lives or boosters, each influencing the player's ability to progress and the overall difficulty of levels.

It captures the decision-making process of players under different conditions, such as the accumulation of frustration, the calculation of level difficulty, and the effect of using boosters on game performance. The system also simulates the impact of live events and special offers, encouraging spending and affecting the in-game economy's state. Economic interactions include spending cash or gold bars for additional lives or boosters, with certain actions triggered automatically based on the game state or player behavior, such as the difficulty level or the player's inventory of lives and boosters. This intricate web of interactions aims to enhance player engagement, promote in-game purchases, and maintain a balanced yet dynamic gaming environment.

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Edited more than 1 month ago
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This diagram is a forked version, originally created by
Nicolás Munafó Game Economy Designer, Machinations Team
Original diagram

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