Missions

MISSIONS IN GAMIFICATION:

Push your users to work their way through a never ending series of objectives consisting of your wanted behaviours. Endless loop of activities that provide clear goals. Missions require users to perform a prescribed set of gameplay actions, following a guided path often designed as a map. Sometimes the actions in a mission must occur in a certain order, random missions.

The tasks in a mission can be around the same gameplay behaviour, or can be at a random variety with different gameplay behaviours. After each action users are given a reward.

TECHNICAL DESCRIPTION:

Missions is a series of task collections presented in a journey type fashion. The Objectives generation is done in the following steps If there are any effort left in the missions effort quota:

1. Three Behaviours from the Behaviour Table in the active Module Package are selected with weighted Randomness.
2. For each Behaviour, another probability number is used to wheather or not to add a contextual element.
3. For each Begaviour, increment the amount of times the Behaviours are to be performed until the effort is filled.

The map consists of Tile Themes that consists of:

Background tiles used as background for all Assets tiles.

One Theme end tile used as the last tile in the them after all Asset tiles have been used. This tile will be placed above the first tile of the next theme.

Asset tiles that is placed above background tiles and adds assets like lakes, forests, castles to the map. These are randomly populated in the map.

Preview of the map theme to show in CMS.

TECHNICAL SPECIFICATION:

The mission module will select objectives from available behaviours to populate each mission based on the chosen Behavior Table & Module Package in CMS.

Each mission will consist of exactly 3 Objectives.

Each objective is to be preformed at least 1 time. More iterations are added as the user reaches higher missions based on the chosen Behavior Table & Module Package in CMS.

Each mission is generated when unlocked based on the chosen Behavior Table & Module Package in CMS.

Only behaviours not picked in the last mission can be picked in the next one.

Completing a mission will grant the user a reward. The reward is based on variables set in the chosen Behavior Table & Module Package in CMS.

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