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Candy Crush
Nicolás Munafó
Edited 121 days ago
Open
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Description
--- Auto-Generated Description--- This diagram models a complex simulation for a game's economy and user interaction mechanisms focusing on two types of users: Premium and Regular. It intricately maps the flow of in-game resources like gold bars, lives, and various boosters through a multitude of actions such as playing matches, buying bundles, and engaging with live events. It takes into account the user's behavior influenced by their experience in the game, like level difficulty, frustration, and expenditure patterns. The system is designed to track and adjust to multiple variables, such as changes in player frustration, the acquisition and utilization of boosters, and spending behavior on gold bars and USD. Various strategies, like purchasing extra lives or different boosters to overcome challenges, are also depicted. LiveOps events serve as a pivotal point, influencing the game's economy by offering gold and boosters, thereby enticing both Premium and Regular users into further engagement and potential spending. This simulation encompasses the entire lifecycle of player interaction within the game, from initial match plays to potential revenue generation through in-app purchases, showing a deep understanding of how these elements interact and influence the player's journey and the game's financial model. --- Auto-Generated Description --- This diagram models a complex gaming economy and user interaction system, focusing on the dynamics between players’ actions, in-game currency management, the use of boosters, and progression through levels. It outlines mechanisms for player engagement and monetization strategies within a game environment. The system incorporates various sources such as matches played, purchases made within the game, and special events that contribute to the acquisition of gold bars and boosters. These elements interact through a series of transactions that allow for the buying of extra lives or boosters, each influencing the player's ability to progress and the overall difficulty of levels. It captures the decision-making process of players under different conditions, such as the accumulation of frustration, the calculation of level difficulty, and the effect of using boosters on game performance. The system also simulates the impact of live events and special offers, encouraging spending and affecting the in-game economy's state. Economic interactions include spending cash or gold bars for additional lives or boosters, with certain actions triggered automatically based on the game state or player behavior, such as the difficulty level or the player's inventory of lives and boosters. This intricate web of interactions aims to enhance player engagement, promote in-game purchases, and maintain a balanced yet dynamic gaming environment.
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