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Extrinsic Motivation

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This diagram represents a system designed for role selection in a gaming context, specifically tailored around a mechanic that assesses the demand for specific roles—Support, Damage, and Tank—and incentivizes players to fill less popular roles through rewards. It mimics an adaptation of matchmaking systems in games like Overwatch 2, where player choices regarding role selection influence the game's balance and overall experience. The system starts with multiple Source nodes, each generating resources that are directed towards Gates. These Gates distribute resources to Pools named Support, Damage, and Tank, symbolizing the accumulation of players or resources in each role. Additional Sources feed into a Pool named "Battle Pass XP," representing rewards or experience points gained for selecting roles that are currently in lower demand.

The system uses Register nodes to introduce variability and decision-making into the diagram, assessing the demand for Support, Damage, and Tank roles and adjusting the flow of resources accordingly. This decision-making is influenced by random factors, simulating the unpredictable nature of player preferences and role popularity. Moreover, State Connections modify the conditions and outcomes of these decisions, feeding back into the Source nodes and influencing future distributions of resources. This creates a dynamic model where the demand for roles directly influences the incentives offered to players, encouraging a balanced distribution of roles by rewarding players who choose roles currently low in demand. This mechanism is an example of extrinsic motivation in game design, where external rewards are provided to influence player behavior.

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LootOptionsgame economyprogressiongame designglossary
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