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Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner content levelBeginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Pillar 1 – Quantity and quality

Since a loot table with ten rewards won't last for long, the very first step in gacha design is to ensure that you have enough content to make gacha a viable monetization strategy.

How many unique pieces of content can you offer? You may not know the final quantities, but it important to look at both pessimistic and optimistic estimates. It's best to aim for at least a 100 unique rewards, but it's possible to get away with less, especially if you can make duplicate rewards useful (or even desirable). More on duplicates later!

Divide your content into three to five tiers signifying its quality and rarity. Why three to five? Anything below three tends to be too shallow, and anything above five tends to be too ...

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Publisher Resources

ISBN: 9781787121799Other