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Practical Game Design
book

Practical Game Design

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

Pillar 5 – Duplicate handling

Allowing for duplicate rewards is often essential to maintaining longevity and stretching your content. Unfortunately, receiving dupes repeatedly can make spending money a downright infuriating experience. It also creates a negative feedback loop where spending money lowers the chances of receiving a valuable reward; hardly an ideal scenario.

To alleviate the problem of meaningless duplicates, we need to create a set of secondary rewards, which are granted for duplicates. These often take form of crafting materials that can be exchanged for rewards of higher rarity. The ultimate goal is to maintain the value of gacha by ensuring that each individual pull is a step towards building up one’s collection and accessing ...

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Publisher Resources

ISBN: 9781787121799