From system design to player behavior: A sample of the digital economy microstructure reflected by the development of the Big Black Tower

 

The version iteration and character launch of “Honkai Impact 3: Star Dome Railway” have built a highly structured and dynamically evolving virtual economic model. As a high-profile character in version 3.0, the Big Black Tower’s material preparation system is not only a role growth mechanism, but also an important design carrier for the platform to guide users to participate in the long term. From the perspective of technical economics, this article attempts to use the development path of the Big Black Tower as a clue to analyze the relationship between the digital economic structure and user behavior behind it.

1. The reproduction of the role development mechanism as a resource allocation system

In the character development process of the Big Black Tower, the material demand presents a typical hierarchical progressive structure. The materials required to upgrade to level 80 include more than 200 cores (extinguishing, flashing, and creeping), 65 dream refrigerators, and a large number of blueprint materials, with a credit point of 3.88 million. This structure corresponds to the three stages of “basic growth-intermediate breakthrough-advanced deepening” in the system, which respectively undertake the functions of guiding, retaining and deepening player participation.

From the perspective of behavioral economics, this progressive demand curve can effectively stimulate the players’ “sunk cost effect” and “planned satisfaction psychology”, so that users form path dependence in the process of continuous investment.

2. Exclusive equipment mechanism and user binding strategy

The upgrade system of the exclusive light cone “Towards the Unquestionable” of the Big Black Tower is independent of the character body, but is closely related to its combat performance. The required material structure has shrunk compared to the previous period, but still includes basic core and blueprint elements, as well as 385,000 credit points. This “optional but necessary” design mode is actually a strategic binding method for the platform to a high-stickiness user group, similar to the “core plug-in-personalized function” bundling structure in the App ecosystem.

While improving the performance of the character, this mode also establishes more “sense of control” and “sense of achievement” interfaces for high-frequency users, which is an important means of user life cycle management.

3. The linkage between the breakthrough stage and the game difficulty control mechanism

The breakthrough path of the Big Black Tower is divided into six stages, and each level sets different resource thresholds, from general core materials to special props such as refrigerated dream boxes. The refrigerated dream box needs to be obtained through the “Daydream Hotel·Dreamland” copy, which is set as a specific challenging task with dual thresholds of time and difficulty.

The setting of this resource threshold helps the platform to achieve fine control of user activity. Players need to participate in the copy regularly to obtain scarce materials, forming a regular active mechanism, similar to the “active user retention” path modeling in the SaaS platform.

4. Skill and trace system: vertical portrayal of growth depth

The skill and trace system of the Big Black Tower includes multi-dimensional growth lines such as basic attacks, active skills, finishing skills and talents. Its material requirements are further refined, involving the third level of drawings (sketches, line drawings, color drafts), the third level of core categories, rare materials (auspicious silver bars, destiny tracks), and the need to challenge the weekly boss “Flying Shadow” to obtain the “Auspicious Light Feather” prop.

This type of design reflects the closed-loop logic between “mandatory participation-resource return-growth feedback”, which is a typical “circular task-level system” structure, which helps to maintain the economic circulation and ecological activity of the game world.

5. Material acquisition mechanism and economic circulation model

The main sources of materials include fixed copies such as “Buds of Wisdom·Imitated Calyx (Red)” and the ember store and synthesis system. In essence, it has established a resource circulation model of “basic labor-resource exchange-strategic synthesis”, which not only retains the initiative of players, but also implants control variables in random drops and cycle restrictions.

And the value-added channel represented by the Treabar.com platform plays the role of “macro intervention”. By optimizing the credit acquisition process and improving the efficiency of economic circulation in the game, it simulates the external financing mechanism in the real market to a certain extent.

6. Conclusion: The development of a character is a system sample

As a virtual character, the development of the Big Black Tower is not only a collection of game behaviors invested by players, but also a micro-sample of the overall content ecosystem design of “Honkai Impact 3: Star Railway”. Through the coordination and unification of multiple dimensions such as character material structure, copy challenge frequency, resource output control, and credit point demand ratio, the platform has built a virtual economic model that can operate sustainably and has self-motivation logic.

Understanding this system helps us better understand the social structural characteristics of contemporary digital games and their power to shape user behavior. The growth path of Big Black Tower also reflects the increasingly close interactive and cooperative relationship between users and platforms in the digital entertainment era.


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