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Restrictive Candy Crush

Introduction:

The simple mechanics and engaging gameplay in Candy Crush, a mobile game developed by King which is enjoyed worldwide has attracted millions of people. Yet, problems with excessive gaming and the health consequences this type of entertainment can cause have pushed the issue to talk about components restricting design. This essay focuses on some of what is used in the Candy Crush game trying to regulate the gambling addiction phenomenon. We will explore the technicalities of restrictive design, its ethical connotations, and yet another tricky area for game developers in terms of maintaining a delicate balance.

Understanding Restrictive Design:

Restrictive design refers to the deliberate inclusion of capabilities in a product or service that restrict users' behaviors, particularly those likely leading to undesirable consequences. In the realm of mobile gaming, the restrictive design seeks to limit excessive gameplay, minimize addictiveness, and promote a more balanced relationship between virtual fun and actual life.

Implementation of Restrictive Design in Candy Crush:

Candy Crush has implemented different aspects of restrictive design to respond to the issues regarding over-gaming. Let's explore some of these features:

1. Lives System:

Description:

Candy Crush limits the number of lives allowed to a player.

But when lives are used up, either players need to wait for the cooldown period or choose an in-app purchase so that they can continue gaming directly.

Purpose:

It discourages longer sessions of gaming and encourages breaks.

2. Time-Limited Boosters:

Description:

The game provides temporary boosters that raise a player's level of performance.

Nevertheless, these boosters are temporary.

Purpose:

Promotes judicious use of boosters, instead of exploiting them unnecessarily

3. Daily Rewards and Challenges:

Description:

Candy Crush presents daily rewards and challenges.

Regular but controlled gameplay is rewarded with incentives for players.

Purpose:

Short and frequent interactions instead of lengthy play sessions.

4. Social Features:

Description:

The integration with social media provides the opportunity to compete among friends.

On the other hand, social contacts are usually restricted.

Purpose:

Discourages ongoing interaction, and encourages purposefully planned interactions.

Ethical Implications of Restrictive Design:

While the implementation of restrictive design features in Candy Crush aims to address gaming addiction concerns, ethical questions arise in various aspects:

1. User Autonomy:

Concern:

A restrictive design does not afford users the freedom to interact and participate in game dynamics as they see fit.

Counterpoint:

However, critics contend that the players' autonomy should be left to manage their gaming habits without imposing rules on them.

2. Transparency:

Concern:

Transparency of restrictive features is essential.

Counterpoint:

Developers of games should make users aware that such limitations exist before they participate.

3. In-App Purchases and Monetization:

Concern:

The monetization procedure of Candy Crush is deeply related to the restrictive design.

Counterpoint:

Ethical issues are raised when we promote expenditure that can be used to overcome designer restraints and how the behavior would affect vulnerable players.

4. Impact on Player-Developer Relationship:

Concern:

The relationship between players and developers may end up being strained due to the imposition of restrictive design features.

Counterpoint:

Developers need to find a balance that promotes good gaming practices without compromising the enjoyment of play among players.

Code Implementation (Example: Lives System in Java):

Output:

Restrictive Candy Crush

Explanation:

  • The CandyCrushPlayer class is declared with a lives private integer variable that indicates the number of players' 1ives.The class has a constructor that creates the player with five lives as default.
  • The play level method represents the process of the player playing a level in the game.It verifies whether the player has lives left. If so, it displays a message that the level is being played and runs logic for playing the level (which can be modified), subtracting one life.If the player loses all his life, it displays a message indicating that he should wait until the next cooldown period or buy more of them.
  • Through the purchase lives method, a player can buy lives in-application for extra living.It includes the life number as the parameter, adds it to the life count, and runs a message that both includes purchase process information and an updated life number.
  • The main method illustrates the application of the CandyCrushPlayer class.
  • The class has an instance player1.playLevel() is called twice to represent the two levels being played by 2 lives.
  • To simulate the purchase of 3 additional lives, player1.purchaseLives(3).

This simple case includes an instance of a Candy Crush player playing rounds and buying more lives through in-app purchases. Customize the logic within the play level method according to your real game mechanics.

Conclusion:

Finally, the introduction of tight design in Candy Crush gives rise to ethical issues as mobile gaming continues its evolution. Although these design choices address gaming addiction, balancing responsible use and user liberties is a complicated issue for game designers. With ethical debates on game design gaining momentum, Candy Crush and other similar games offer interesting examples of how limiting designs affect player behavior as well as a person's overall happiness. These are several ethical concerns that game developers have to take into consideration for the player's gaming experience to be positive and responsible.







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