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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 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: 9781787121799