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Blog Entry 18 - Economic System in Games

Updated: Mar 2, 2023

Q: What is the Game Economics System?

A: How do I get the money? How do I spend them? (the money can be seen as anything that can be used for trade if the skill points can be used to upgrade a player's skills, then these points can be seen as money) - from the book <The Art of Game Design> by Jesse Schell


These days I started researching the economic systems in games and this is a YouTube video I watched to learn something basic about the game economic system. (https://www.youtube.com/watch?v=Zrf1cou_yVo)



If the economy is used well in a game:

  1. shape player's behaviour

  2. change the pace of progression

  3. offer difficult choices

  4. create challenging puzzles


Diagram for the economic system:

Tap:

  • Adds new resources to the economy

  • could be:

    • enemies who drop experience when they died

    • a factory harvest wood

    • a regenerating health bar

    • rocks can split iron

  • taps can stimulate player's behaviour

    • if you want to encourage fighting, then let enemies drop booties

    • if you're going to enable people to explore the world, then put raw materials in the world

  • taps can change the flow of resources

    • affect how valuable and scarce the resource is

    • horror game: rare ammo supply

    • fast-paced shooting game: abundant ammo

  • will also affect the pace and balance of the game

  • bad design will bring bugs


Inventory:

  • holds resources that the player owns

  • could be:

    • Inventory

    • simple counter - health bar/ coin wallet

  • need to decide whether have an upper limit or not

    • give the player a maximum carry weight

    • force them to put everything in s small bag

  • Advantages of limiting the inventory:

    • can push players to make important decisions

    • prevent players get too much wealth

    • force them to use the resources and not to carry 1000 potions to the end of the game


Converter:

  • converts one resource into another

    • spending money in the shop to buy things

    • use raw materials to build better weapon

    • use experience points to level up

  • the cost of conversion will influence the game pace: if I know how many points to level up & how many points will the enemy drop, then I will know how many enemies to kill to level up

  • a great way to encourage decision-making in the player

    • in the shop, you need to carefully decide how much to spend

  • bad example:

Ghost of Tsushima:

  • has 13 types of materials but they mostly link to a specific upgrade

  • the player doesn't have to make decisions about how to use these materials (upgrading one gear doesn't affect upgrading another)

https://ghostoftsushima.fandom.com/wiki/Gold?file=Gold.jpg

  • good example:

Metro Exodus

  • only has 2 raw materials and many things to create using just these 2 materials

  • so players need to be smart and intentional while making decisions about what to build

  • Having a lot of supplies can encourage players to explore or make conversions much more

https://www.shacknews.com/article/109964/how-to-craft-ammo-and-items-in-metro-exodus

  • if you want to let players make good decisions: have fewer raw materials and many things can be built


What if players with stronger abilities and props return to the previous sections they just came from?

  • Cookie clicker

  • roguelike games with permanent progression

3 wise ways:

  • turning to a puzzle (factorial: Start from scratch by mining a small amount of coal and iron, convert it into various plates, and then use these new resources to build drills and furnaces - repeating the same process more efficiently)

    • games like Stardew Valley are fun: challenge payers to figure out how to be more efficient

  • create negative feedback loops: the output is used to balance the system to a default state

    • in Elden ring, the player needs more and more experience points to get to the next level and forcing the players to explore and fight with stronger enemies to get more points (image below)

the level- up system of Elden Ring from the video

  • slow down by implementing another economic entity

    • Drain


Drain:

  • Permanently removes resources from the economy

    • breakable weapons

    • health or units loss

    • paying taxes or feeding citizens

    • reduce the ammo count when shooting

  • the drain will send the player back to tap, but without getting stronger

  • slows the player's power growth

    • they have to spend time to make back the loss

  • drain can let players get on an act

    • a hunger value: make players find food (Subnautica) (image below)

https://subnautica.fandom.com/wiki/HUD?file=New_hud.jpg

  • crops that died over time: make players have better time management (Stardew Valley) (image below)

https://retrovolve.com/stardew-valley-16-tips-for-beginners/

  • weapons that will break after some time of usage: make players try more weapons and explore the world to find the alternatives(The Legend of Zelda: Breath of the Wild) (image below)

https://game8.co/games/LoZ-BotW/archives/292543

  • The drain also represents risks:

    • in Elden Ring: experience will be lost when the player dies (acts a real-world danger)

    • in Death Stranding: taking a huge number of packages is tempting but it will increase the risk of falling and boxes can be destroyed, the player is at risk of losing everything

  • Drains can also bring a positive feedback loop:

    • accelerated in losing resources, not gaining them (Don't Starve)

    • when players lose money, they are less compatible with others (Monopoly)


Trader:

  • buys and sells resources with its own desires

    • different traders in different areas can have different prices (players can buy resources at a cheap price in some areas) (The Witcher 3)

    • have the same problem of a positive feedback loop of a player turning very rich

      • in moonlighter: when the player sells an object a lot, the price of this item will drop in the market

      • players can buy turnips on Sunday and sell them at different prices in Nook shop before they turn spoiled- a small stock market (animal cross) (image below)

https://www.polygon.com/animal-crossing-new-horizons-switch-acnh-guide/2020/3/20/21181835/selling-turnips-stalk-market

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