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Abstraction

Harry Ashton

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When modelling game systems, it isn't always necessary or productive to model them in perfect detail, especially if it doesn't help answer the questions the model is designed to answer.
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This diagram models a system designed to track and reward players' performance in player-versus-player (PvP) matches in a game. At the core of the system is a random gate that simulates the outcomes of games played each day, determining wins and losses based on a 50% chance distribution. For every match played, represented by a dice roll of a D10 to simulate the variable number of matches daily, the outcome is processed through this gate, leading to one of two pools: "Games Won" or "Games Lost". These pools then serve as indicators of the player's success or failure.

Rewards are distributed based on the match outcomes: winning a game results in a reward of 300 gold, while losing grants 100 gold. This gold is accumulated in the "Player Gold" pool, effectively translating players' performance into in-game currency. This setup allows for a dynamic reflection of a player's daily PvP engagements and outcomes into tangible game rewards, fostering an environment that rewards participation and success.

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game designglossary
Edited more than 1 year ago
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