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Decay in game design refers to the gradual deterioration or decline of game elements, systems, or player progress over time. It introduces a sense of impermanence and creates dynamic challenges and decision-making opportunities for players. --- Auto-Generated Description --- This diagram models a system where players can hack computers to gain experience points (XP) in a game-like scenario, reflecting mechanics similar to those found in cyberpunk-themed games. The system comprises a source node that represents the act of hacking computers, two pool nodes that track the total XP earned and the total number of hacks, respectively, and a register node with a diminishing returns formula applied to the XP earned from each successive hack. Each time a computer is hacked, the hack count increases by one, and XP is earned. However, the amount of XP earned for each hack diminishes according to a cubic formula, which ensures that while early hacks yield higher XP, the XP gain decreases significantly with each additional hack, simulating a decaying reward system to prevent infinite XP farming. This mechanic encourages players to strategically choose their hacks or to progress in different ways within the game’s ecosystem.