

Let’s a sample from a binomial distribution a sequence of events with lengths 5, 7, 10, and 15, corresponding to the number of questions in a round, and pass winning probabilities as a distribution parameter. Here 0.6-0.8 are expected probabilities, and 0.5 and 0.9 – are edge cases. So let’s take players with probabilities of winning as 0.5, 0.6, 0.7, 0.8, and 0.9 to see the broad range of behavior. This means that questions are too easy and should be re-designed. As an upper-bound estimation, we’ll set 0.9, meaning that the player correctly answers nine questions from 10. But we can take it as a lower-bound estimation. Such a player most probably will leave our game. If there is a competition with another real player, we may expect the probability of winning to win as 0.5. We expect players to play better than random guessing, at least those who like our game and stay there. Guessing randomly on four variants of the answer, a probability of being correct is 0.25. Let’s characterize the player’s behavior by the probability of giving a correct answer. Defining The Quantity Of Questions Per Round Then we could make a rough estimation of how often level-ups will occur.įitting Progression 1. We need to fit xp-to-level formula, making level progression faster at the beginning and slower later.Should it be 10, or maybe 5, or 20? Then we should find how often a player will complete a round and get a reward. Define a number of questions in a round.We have to design a progression through the game to make these two sources occur reasonably often. So, two sources are present: the correct answer to the last question and a level up.

They also receive rewards when leveling up. When answering all questions in a round correctly, a player receives a bonus and a higher XP reward.

They should re-start the round from the 1st question by giving the wrong answer. A player receives an XP reward and passes to the following questions if the answer is correct. Example of Trivia Game Modeling Progressionįor example, let’s take the next trivia game:Ī game consists of rounds with ten questions each question has four variants of answers. The article aims to offer a general approach to the progression curve fitting based on simulations that can be undertaken on a stage of the economy design before launch. This will help avoid altogether or reduce progression-based problems and save time during the soft launch.īelow, we will show an example of progression fitting by user’s behavior simulations for a case of a simple trivia game. In the opposite situation, when a player passes the level too long, he gets bored or frustrated, leading to a high churn rate.Īppropriate in-game metrics observation and analysis reveal these problems during the soft launch, but statistical simulations allow for fine-tuning progression much earlier on a stage of game design.

It also limits ad monetization because a player stays in the game not as long as possible. This isn’t nice for the in-app monetization because in-game resources gradually accumulate with progression. These are consequences of too fast progression, which leads to a surplus of in-game currency, and the player finishes the game too fast. It could be that the player reaches high levels in the first two hours of playing and continues leveling up quickly. We may observe that a player passes through the game too fast, and content is exhausted after several days of playing. Inappropriate progression is often seen at a stage of the soft launch. Defining The Quantity Of Questions Per Round.Example of Trivia Game Modeling Progression.
