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ValueChain_to_endogenous
Eric Miller
Edited 874 days ago
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--- Auto-Generated Description--- This diagram is a simulation of a game economy system that mimics a faucet-and-drain model centered around the theme of crafting and self-expression within a virtual environment. It embodies the core mechanics of resource generation, conversion, and consumption to nurture player engagement through creativity and resource management. At the outset, resources such as "Sticks," "Rags," and "Lamps" represent the tangible items players interact with. "Game Tick" and "Tree Growth Rate" serve as infinite sources that simulate the passage of time and natural resource regeneration. Players engage in activities like "Chop Tree" and "Craft" through interactive converters, transforming basic resources into more complex items, reflecting a crafting mechanic commonly found in sandbox and survival games. The economy is structured around player investment in terms of "Player Time" and the resultant creation of "Decorated Spaces" and "Lamp Decorated Spaces," which signify the players' self-expression through in-game builds. Registers and state connections compute conditions and outcomes for placing decorations ("Place Lamp") and combining different spaces into new forms of self-expression. This intricate flow of resources encapsulates how player actions, driven by the desire for self-expression ("Self-expression Sources"), translate into in-game achievements. The system dynamically balances resource availability, crafting requirements, and the ultimate goal of enhancing player satisfaction through customization and creativity, highlighting the intricacies of managing a game economy that caters to varied player motivations.
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