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Game Economy System Design: Balancing Currency and Resources to Create Player Motivation
Key Elements of Game Economic System Design
The game economy system plays an important role in game design, not only limiting certain aspects of the gaming experience but also supporting character development, rewarding players, promoting social interaction, and introducing difficult choices. However, designing an efficient economy system is a daunting task. This article will introduce the basic knowledge of the economy system from the perspective of game design and explore some potentially useful tools, techniques, and design points to help designers create better economy systems.
What is an Economic System
The economic system in the game is similar to the supply and demand market in real life, revolving around currency and resources. Some games have very complex economic systems, even employing economists to publish economic reports. The benefits of the economic system include the allocation of power, support for specialization, and the promotion of player interaction and role-playing. However, not every game requires the same depth and complexity of economic systems. Currency and resources are central components of various economic systems.
Currency and Resources
In simple terms, currency is a conventionally accepted medium of exchange used to purchase goods or services. The key is "exchange". However, in games, what is referred to as currency is not always real currency, but rather resources used to acquire extra lives or protection. The essence of currency is not related to its rarity or value, but to its function as a medium of exchange. Currency often has multiple uses, but can also have limited applications. Resources play a key role in the currency system, while currency acts as a bridge connecting different parts of the player experience. At the same time, resources can exist completely independent of currency or can serve as currency themselves. Resources have inherent value, which is often assigned by converting them into currency. Although currency and resources are usually considered the same concept in game design, distinguishing between them can lead to a better understanding of their relationship, thereby creating a more robust system.
Key Point 1: Determine the currency and resources in the game. Although there may be controversies, taking this step helps to better understand the ecosystem being created.
However, the economic system is not just a list of currencies; it also includes the dynamic relationships between them: how they are converted, the means of their generation, as well as their uses and consumption methods. The commonly used terms in the industry to define these conversion relationships are "source" and "consumption."
Source and Consumption
Essentially, these two terms are very straightforward: income is the way to acquire currency, such as selling items, opening chests, or defeating enemies, while expenditure is the way to spend currency, such as buying items, dying, or repairing and upgrading equipment.
Economic designers need to pay attention to two important aspects of these resource sources and consumption: how many sources and consumption points each currency will have, and the balance between these sources and consumption, which we refer to as "generosity".
source and consumption quantity
In the game, there are no strict regulations on the number of sources and consumption points. There can be multiple sources funneling into a single consumption point, or only one source, such as loot obtained from defeating a boss in a Roguelike game, which opens the endgame system by providing the corresponding currency's consumption point. The required sources and consumption points for each currency depend on the game system and the expected player experience. Multiple ways to obtain currency can facilitate players' freedom of choice and individual expression, provided that the sources are balanced. If the game encourages participation in specific systems or rewards certain actions, designing a dedicated currency will immediately motivate players or create critical bottlenecks in the main flow.
Having multiple consumption points gives players meaningful choices and priorities (, such as "What to buy?" or "What to buy first?" ), while having only one consumption point focuses player actions and gameplay on an unmissable goal.
Key Point 2: By determining the source of the currency and the number of consumption points, the player's initiative and progress in the game are decided.
Now, let's talk about a highly discussed topic in the game.
( generosity
Generosity is crucial to player engagement in the economic system, depending on the balance between sources and consumption points. Excessive generosity may lead to a loss of interest from players, while insufficient generosity may cause players to abandon the game. Balance is key.
Excessive generosity can yield short-term benefits, but in the long run, it can lead to disaster, weaken the game system, and affect player motivation. Both extremes can cause players to leave the game. Therefore, finding the right level of generosity is crucial to maintain player interest and engagement.
Key Point 3: Excessive generosity or insufficient generosity can lead to a decline in player motivation, and designers should carefully track and adjust.
Trying two extremes at different stages of player experience is a viable suggestion. At the beginning of the game, being overly generous with sources exceeding consumption ) can give players a strong sense of control and progress, attracting them to continue playing. This taps into the psychological need for people to hoard, providing an immediate sense of victory. As the game progresses, players' desires and needs become more specific and clear. In this shift, reducing sources and increasing consumption will better satisfy these desires, improving player retention and the demand for mastering the game.
Key Point 4: The balance between the source and consumption of currency can change over time: leverage this relationship to guide player behavior and meet their current needs and motivations.
Of course, in design, every situation is unique, and this balance can take many different forms: do not be afraid to experiment and find the perfect balance that suits the game. For example, in free-to-play games, when hard currency ( is twice the amount of soft currency ), which is the virtual currency ( in the game, the curve can be very different. In the example below, we first have an "attraction" period during which purchasing currency is not necessary, then the balance suddenly reverses, and once the "trial" phase ends, players' game progress is strictly limited.
![Game Section: Key Points in Designing Economic Systems])https://img-cdn.gateio.im/webp-social/moments-ead48c5e64c9b7194f0fd14584a0a893.webp###
To balance sources and consumption, designers can use a global metric: currency earnings per minute. This metric tells us how much currency players can earn within a certain timeframe, allowing adjustments to consumption points. Applying this metric across the entire game can provide clear design direction, while applying it to each system can create opportunities. Slightly increasing currency in a specific system compared to the global average is an effective way to encourage player engagement in that system.
Does this method make players feel that choosing a certain system can earn more currency in the same amount of time? Is this a planned design? Does it provide a better experience?
Key Point 5: Determine the amount of currency earned by players globally per minute, and then adjust each system accordingly to modify the consumption points, helping to shape the overall gaming experience.
In summary, let's recap what we have defined here: the economic system of a game consists of all currencies and resources, as well as their connections with every system in the game. It plays a central role in the player's gaming experience and greatly influences how players engage with the game and their level of participation. Currency serves as a medium of exchange, enabling transactions through sources and consumption, and the balance between sources and consumption has a significant impact on player motivation and retention.
Designing an economic system is not easy, and one of the biggest challenges is not knowing where to start. Below, some useful approaches will be introduced.
Economic Pillar
Before designing an economic system, it is crucial to determine the application areas of the currency, rather than just listing different game systems. Instead, we should consider how the economic system can enhance aspects or pillars within the game and whether there are connections between them. For example, the exploration pillar can be achieved by rewarding players for discovering scarce resources in the region. The cooperation/social pillar can be strengthened by the circulation and appreciation of currency among players, used for purchasing community goods to enhance cooperation and interaction. The endgame phase can provide a new ending experience by unlocking unique shops and upgrades through micro-currency obtained after defeating the highest challenges in the game. In the design, we can prioritize these ideas based on the importance and connections of the pillars.
Please note: The game does not need too many economic pillars ( or game pillars ). Spend enough time to correctly define what truly constitutes your game and include all the game mechanics.
Key Point 6: First, it is essential to carefully define and outline the economic pillars of the game, and understand the interrelationships between them. This will help provide an extremely solid foundation.
Now that we have this foundation, we can start creating currencies! But first, how many types of currencies do we need?
Currency Quantity
When designing a game economy system, determining the required amount of currency is a complex issue with no definitive answer. One extreme is having only one currency associated with all systems, which may lead players to lose the sense of game constraints. The other extreme is having several currencies, with each micro-system having its own currency, but this may undermine player agency and the coherence of the game.
A good design should find the right point in balance. For example, "Hades" divides currency into three main pillars, each with its own source and consumption. This design aligns with the core mechanics of Rogue-Like games, providing a foundation for an efficient game loop, encouraging players to try again, and offering the best gaming experience.
Therefore, designers need to comprehensively consider factors such as game type, player motivation, and system interaction to find a suitable balance point for the game's economic system.
Key Point 7: The required amount of currency will be constrained by the system, their relationships, the game's demands on player initiative and freedom, as well as the protective mechanisms that need to be established for key systems.
Suggestion:
Currency is the most fundamental reward: in every game loop, rewards are at the core, whether external or internal. The simplest and most basic reward you can give players is some currency. It is recommended to use sufficiently segmented currency to provide these small rewards.
Exercise caution when exchanging currencies: Many systems have failed because of situations like this: gems can be exchanged for equipment, equipment can be exchanged for gold coins, gold coins can be used to purchase tokens, tokens can... Ultimately, all these currencies are interrelated, creating a unified monetary system that brings many potential issues. Be cautious with the exchanges between these currencies or impose restrictions based on the situation. The poor broker in a certain game offers a way to exchange currencies, but at a very high cost.
Designing currency to meet the needs of different player styles: There are various ways to create currency to achieve specific goals. One efficient solution is to combine it with the game economy and core gameplay. Another approach is to consider how players engage in the game: rewarding their time investment (, for example, by killing monsters ), rewarding their skill performance (, such as defeating bosses or achieving milestones ), or even rewarding their loyalty (, for example, by giving daily gifts or cross-game universal currency.