Fall Guys - Match + Reward System
About this model
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This diagram models the progression and obstacles encountered across three virtual worlds in a game, integrating elements of chance, rewards, and token economies. Each "world" involves a sequence of obstacles, denoted as "Obstáculo 1" and "Obstáculo 2", that players must navigate. As players engage with these obstacles, resources (represented as black tokens) are transferred through a network of pools and gates which simulate the challenges and outcomes (e.g., "Falha" for failure states, and "Fim Mundo" for successfully completing a world).
The diagram incorporates elements of randomness tied to both the navigation of obstacles and the rewards system, leveraging dice-based gates to determine the flow of resources, which metaphorically represent the players' progression and actions within the game. Additionally, there is a "Lootbox" mechanism designed to distribute game skins ("Skin Rara", "Skin Regular 1", "Skin Regular 2") based on certain probability distributions, reflecting a common game monetization strategy. A unique feature is the inclusion of a register node ("Moedas"), suggesting a currency or points system where players accumulate 'coins' based on in-game achievements or milestones, potentially influencing the game's economy or player's purchasing power within the game infrastructure. This comprehensive setup illustrates a complex game model that balances player progression, challenges, and reward systems nuanced by elements of chance and strategy.
This public Machinations diagram, “Fall Guys - Match + Reward System”, was shared in the Machinations Community by Davi Baptista.
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.