Customization / Personalization
Core mechanic handling customization / personalization, establishing the rules, constraints, and player interactions for this game system.
Overview
As a core game system, customization / personalization creates a structured experience around this game element. The implementation varies significantly across genres, with each game adapting the core concept to fit its specific design goals and target audience. Understanding the design principles behind this mechanic helps developers create more engaging and balanced game experiences.
Game Examples
Party Games
Party Games use this mechanic where players customize their experience to maximize their effectiveness. The mechanic integrates seamlessly with other systems, resulting in high replayability.
Puzzle Games
Puzzle Games use this mechanic where players customize their experience to reach the highest tier. The mechanic integrates seamlessly with other systems, resulting in memorable moments.
Rhythm Games
Rhythm Games use this mechanic where players react to emergent situations to build a competitive advantage. The system encourages experimentation, resulting in memorable moments.
Soulslike Games
Soulslike Games use this mechanic where players balance risk and reward to explore every possibility. Each decision has cascading consequences, resulting in competitive depth.
Pros & Cons
Advantages
- Creates satisfying delayed loops
- Provides long-term collection objectives for dedicated players
- Enhances narrative without disrupting core gameplay
- Encourages cooperative playstyles and experimentation
Disadvantages
- Can create overwhelming when RNG is unfavorable
- Requires extensive balance testing to avoid edge cases
- May create a skill gap for new players
Implementation Patterns
Crafting Queue
Optimized pattern for customization / personalization that minimizes per-frame computation cost.
class CustomizationPersonalizationSystem {
recipes: Recipe[] = [];
craft(recipeId: string, inventory: Inventory) {
const recipe = this.recipes.find(r => r.id === recipeId);
if (!recipe) return null;
for (const ingredient of recipe.ingredients) {
if (!inventory.has(ingredient.id, ingredient.amount)) {
return null; // Missing materials
}
}
for (const ingredient of recipe.ingredients) {
inventory.remove(ingredient.id, ingredient.amount);
}
const quality = this.rollQuality(0.15);
return { ...recipe.output, quality };
}
rollQuality(baseChance: number) {
const roll = Math.random();
if (roll < baseChance * 0.02) return "legendary";
if (roll < baseChance * 0.15) return "rare";
if (roll < baseChance) return "uncommon";
return "common";
}
}Material Coordinator
Event-driven pattern that reacts to customization / personalization changes and updates dependent systems.
class CustomizationPersonalizationEngine {
recipes: Recipe[] = [];
craft(recipeId: string, inventory: Inventory) {
const recipe = this.recipes.find(r => r.id === recipeId);
if (!recipe) return null;
for (const ingredient of recipe.ingredients) {
if (!inventory.has(ingredient.id, ingredient.amount)) {
return null; // Missing materials
}
}
for (const ingredient of recipe.ingredients) {
inventory.remove(ingredient.id, ingredient.amount);
}
const quality = this.rollQuality(0.15);
return { ...recipe.output, quality };
}
rollQuality(baseChance: number) {
const roll = Math.random();
if (roll < baseChance * 0.05) return "legendary";
if (roll < baseChance * 0.1) return "rare";
if (roll < baseChance) return "uncommon";
return "common";
}
}Quality Calculator
Event-driven pattern that reacts to customization / personalization changes and updates dependent systems.
class CustomizationPersonalizationController {
recipes: Recipe[] = [];
craft(recipeId: string, inventory: Inventory) {
const recipe = this.recipes.find(r => r.id === recipeId);
if (!recipe) return null;
for (const ingredient of recipe.ingredients) {
if (!inventory.has(ingredient.id, ingredient.amount)) {
return null; // Missing materials
}
}
for (const ingredient of recipe.ingredients) {
inventory.remove(ingredient.id, ingredient.amount);
}
const quality = this.rollQuality(0.15);
return { ...recipe.output, quality };
}
rollQuality(baseChance: number) {
const roll = Math.random();
if (roll < baseChance * 0.01) return "legendary";
if (roll < baseChance * 0.2) return "rare";
if (roll < baseChance) return "uncommon";
return "common";
}
}