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Double Tapping

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--- Auto-Generated Description ---
This diagram models a system reminiscent of a "Quick Time Event" (QTE) mechanic found in video games, specifically referencing the gameplay dynamics of Tomb Raider. The primary interaction involves the player responding to on-screen prompts by tapping a button within a specified timeframe, with a focus on the consequences of double-tapping, where excessive inputs might lead to a failure state due to the game's timing constraints.

At its core, the diagram depicts a process initiated by a player's action ("Act" node), which triggers the possibility of starting the tapping sequence ("Start Tapping" pool). Various gates labeled "Tap" represent the decision points or moments within the QTE where the player's response can either be successful, leading towards a "Success" state, or overshoot due to excessive taps, represented by moving towards a "Stop" state. This system dynamically simulates the balance between responsive action and overreaction, highlighting the fine margin between success and failure in QTEs based on the player's input frequency and timing. The addition of conditional triggers and probability states modulates the flow of resources (representing player inputs) through the diagram, capturing the unpredictable nature of player interaction during intense gameplay moments.

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