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Complete	
  quests	
  
Explore	
  new	
  
buildings/dragons	
  
Stop	
  wastage	
  	
  
Max	
  dragon	
  cash,	
  clear	
  next	
  
item,	
  spend	
  money,	
  
complete	
  buildings.	
  
Earn	
  cash	
  
A>ract	
  visitors	
  
Be>er	
  dragons	
   More	
  dragons	
   Level	
  dragons	
  
Build	
  farms	
  Build	
  habitats	
  Build	
  breeding	
  cave	
  
Clear	
  space	
  
Level	
  player	
  
Time	
  
GAME	
  MODEL	
  (SUMMARY)	
  
RESOURCES	
  
Resource Action Balance For Against
Space Clear space Room for new buildings Cost to clear (money)
Time to clear (not ready for new buildings)
Dragons Buy more Generate more visitors Short term cash versus long-term bigger options
Level/Feed Generate higher income Cost to create food
Leveling lower dragons inefficient
Breed Breed better dragons (new stuff, more
cash, efficient space use)
Time to generate, habitat space
Lower cash whilst dragons are ‘busy’
Habitats Build new Space for new dragons = cash Use of space (limited by clearing and island)
Upgrade Max cash limit, more dragons Time to upgrade
Effective use of cash
Effective use of space
Farms Build new More food generation Effective use of space (cost to demolish)
Saving for upgrades (more effective and future
savings)
Make food Level dragons Cost (versus shorter-term options)
Upgrade More food, faster
More effective use of space
Cost (versus shorter-term options)
XP Earn more (general) Access to new and more efficient options
(buildings, dragons, etc)
Indirect expense (usually small)
Takes too long to save / Don’t
see new stuff
Easy to buy everything
Always getting cool dragons
Same dragons all the time
Nothing new about dragons
Building too easy
Too long to build
Nothing new in general
✪	
  
✪	
  
✪	
  
✪	
  
✪	
  
✪	
  
✪	
  
✪	
  
FLOW	
  STATE	
  
Cost to demolish
✪	
  
Cost new game play/items
✪	
  
Have to login too much
(e.g. max dragon cash)
✪	
  
Nothing to do
✪	
  

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Gameplay Mechanics Behind Dragon Vale

  • 1. Complete  quests   Explore  new   buildings/dragons   Stop  wastage     Max  dragon  cash,  clear  next   item,  spend  money,   complete  buildings.   Earn  cash   A>ract  visitors   Be>er  dragons   More  dragons   Level  dragons   Build  farms  Build  habitats  Build  breeding  cave   Clear  space   Level  player   Time   GAME  MODEL  (SUMMARY)  
  • 2. RESOURCES   Resource Action Balance For Against Space Clear space Room for new buildings Cost to clear (money) Time to clear (not ready for new buildings) Dragons Buy more Generate more visitors Short term cash versus long-term bigger options Level/Feed Generate higher income Cost to create food Leveling lower dragons inefficient Breed Breed better dragons (new stuff, more cash, efficient space use) Time to generate, habitat space Lower cash whilst dragons are ‘busy’ Habitats Build new Space for new dragons = cash Use of space (limited by clearing and island) Upgrade Max cash limit, more dragons Time to upgrade Effective use of cash Effective use of space Farms Build new More food generation Effective use of space (cost to demolish) Saving for upgrades (more effective and future savings) Make food Level dragons Cost (versus shorter-term options) Upgrade More food, faster More effective use of space Cost (versus shorter-term options) XP Earn more (general) Access to new and more efficient options (buildings, dragons, etc) Indirect expense (usually small)
  • 3. Takes too long to save / Don’t see new stuff Easy to buy everything Always getting cool dragons Same dragons all the time Nothing new about dragons Building too easy Too long to build Nothing new in general ✪   ✪   ✪   ✪   ✪   ✪   ✪   ✪   FLOW  STATE   Cost to demolish ✪   Cost new game play/items ✪   Have to login too much (e.g. max dragon cash) ✪   Nothing to do ✪