Appointment Dynamic

A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: In games like Happy Aquarium and Farmville, returning at a set time to feed fish or harvest crops rewards the user.  Failing to return on time causes damaged crops or lost fish.

(Source: SCVNGR Playdeck)

Failing to return to FarmVille on time causes pants to wither:

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