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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 2 – Player capacity

The long-term appeal of your content is connected to the size of a player's loadout and the utility of growing one's collection. Imagine a game where players collect various hero characters, but can only take a single one into battle. This will likely create situations where players become completely satisfied with just a few high-class characters, reducing the appeal of unacquired content dramatically.

To keep gacha relevant, you'll need to constantly encourage players to expand their collections. There are few ways of doing that:

  • Introduce special game modes or missions, which require a particular set of characters or equipment
  • Implement unit cooldowns (penalty for repeated use) or daily bonuses (a more positive ...
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Publisher Resources

ISBN: 9781787121799Other