OR-Lock - Elden Ring

Nicolás Alejandro Munafó
Preview of OR-Lock - Elden RingPreview of OR-Lock - Elden Ring

About this model

This diagram models a simplified resource gathering and usage system inspired by the gameplay mechanic in Elden Ring, focusing on finding Stonesword Keys and unlocking Imp Statue Seals to obtain locked items. At the core, players explore to locate two primary resources: Stonesword Keys and Imp Statue Seals. These are depicted as Source nodes, emphasizing the continuous discovery process within the game. The accumulation of these resources is managed through Pool nodes, specifically designed to store the found Stonesword Keys and detected Imp Statue Seals. Another key aspect portrayed in the diagram is the unlocking mechanism, where Stonesword Keys are used to unlock Imp Statue Seals, leading to a Converter node that facilitates the conversion of these resources into items locked by the Imp Statue Seals.

The diagram intricately outlines the dynamics of probability in finding these resources by incorporating Random Generators represented as Registers, which influence the likelihood of discovering Stonesword Keys and Imp Statue Seals. This stochastic approach reflects the unpredictable nature of resource discovery in the game, providing a variable yet controlled influx of resources into the system. The State Connections modify the flow rates between nodes based on these probabilities, simulating the varying difficulty and randomness encountered in locating the Keys and Seals. Overall, the diagram encapsulates the essence of exploration and reward within Elden Ring, emphasizing the strategic use of resources to unlock valuables, all while adhering to probabilistic elements that add depth and uncertainty to the process.

“OR-Lock - Elden Ring” is a diagram in the Machinations Community by Nicolás Alejandro Munafó.

You can open the original diagram in the Machinations app, press Play to watch how resources move through it, and change its values to see how the system responds. Machinations is a visual tool for designing, simulating and balancing game economies and other systems, where resources flow through sources, pools, drains, converters and gates. In a diagram, a source creates resources, a pool stores them, a drain removes them, a converter changes one resource into another and a gate decides where they go next.