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Obstacle - Tomb Raider

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This diagram simulates a series of challenges within a level of the Tomb Raider game, focusing on the decision-making and resource management skills required to navigate through various obstacles. Players are presented with multiple action choices at different stages, such as using a grapple to jump across a ledge, shooting a box to climb up a wall, or making physical maneuvers like jumping or dropping down. Each choice leads to a different outcome, where incorrect decisions result in "death" and the need to restart at a checkpoint. The system dynamically adjusts to player choices, directing them through a network of pools representing different actions (e.g., "Jump across," "Drop down," "Use grapple," "Shoot box") and gates that determine the success of these actions based on the resources available. Resource connections dictate the flow and consequences of actions, illustrating a complex web of cause and effect where strategic resource use is critical for progression. This structure offers an engaging way to model the intricacies of game level design and player interaction, highlighting the balance between challenge and strategy in video game environments.

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Edited more than 1 year ago
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