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Griefing

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--- Auto-Generated Description ---
This diagram models a simple game system focused on player decision-making between capturing strategic points or engaging in spawn camping within a game environment, much like the conquest modes found in some popular multiplayer games. It starts with a "Play" source node, representing players entering the game. The flow of decisions goes through a gate labeled "Decision Making," which acts as a decision point where resources (in this instance, player actions or choices) are distributed either towards capturing points or spawn camping. These choices are represented by two pools: "Capture Points" and "Spawn Camp." The connections between nodes utilize formulas to simulate the flow of player actions from the decision point to the outcomes based on the game's rules or player strategies. The system also includes a register and state connections that potentially loop back to influence the initial player decision-making source, suggesting a dynamic where the outcomes of player actions (like capturing points) could cyclically influence further decisions within the gameplay loop. The description hints at a critique or observation of players' behavior in conquest modes, particularly the tactic of spawn camping over objective-based play.

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Combatplaystylegameplaybehaviorglossary
Edited more than 1 month ago
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