Community
Community
Activity
Discord
Twitter
Youtube
Product
Design
Predict
Balance
Integrate
Solutions
Games
Tokenomics Design
Gamification
iGaming
Educational Games
Financial
Business Process Management
Manufacturing
Healthcare
E-commerce
Marketing
Data Centers
Academia
Educators
Academic Research
Resources
new
Documentation
Download the
LiveOps: Turning Chaos into Predictive Clarity Handbook
Webinars
Articles
Glossary
new
Pricing
Company
Contact
About
Careers
Partners
Machinations
Community
Product
Solutions
Academia
Resources
new
Pricing
Company
Punishment - Dark Souls 3
Nicolás Alejandro Munafó
Edited 300 days ago
Open
game economy
glossary
game design
core loop
Description
--- Auto-Generated Description --- This diagram models the soul collection and leveling mechanism commonly found in soulslike video games, emphasizing the risk-reward nature of gameplay where players collect souls to level up but risk losing them upon death. At the core, the diagram features a "Souls" pool where collected souls are stored, and a "Lost Souls" pool that temporarily holds souls when a player dies. A source node generates souls based on a level-determined random number, demonstrating how progressing levels can increase the difficulty and rewards. The system integrates mechanisms for leveling up through a converter node, highlighting the increasing cost of leveling as the player advances, and a drain node represents the permanent loss of souls if the player dies again before retrieving them. Additionally, the diagram shows automatic gates simulating the death and recovery events with associated probabilities, effectively modeling the chance-based recovery of lost souls. This setup captures the high-stakes gameplay loop of attempting to recover lost resources amid the constant threat of further losses, driving strategic decision-making in resource management and progression.
Share
More from
Nicolás Alejandro Munafó