We will explore the importance of a well-designed in-game economy and how it can lead to increased player engagement and revenue for game developers.
Some teams work together to create a great game, including artists who create the game’s aesthetic and designers and programmers who create its mechanics and story. A game economy designer should ideally balance all numerical indicators in the game, connect them to one another, and, if necessary, work on monetization for the entire thing to function.
What are the essential measures for developing a reliable in-game economy, then? Continue to read.
How To Create A Well-Balanced Game Economy Design
Creating a thriving in-game economy is an essential aspect of game design. Here are some best practices to keep in mind when designing an in-game economy:
Establish The Leading Indicators Of The Game
For all of us, time is the most precious resource. All other game metrics are compared and calculated based on time because the goal is to motivate players to play the game for as long as possible.
Based on the actions that are most prized in a game, there are four distinct groups of players. Those who love discovering new game areas (Explorers), those who prefer finishing as many levels as they can, and those who enjoy gathering as many items as they can (Achievers), people who like socializing with other players (Socialisers), and people who want competitive player-versus-player combat (Killers). These various player types must be considered in a well-balanced game economic design.
Determine Which Are Investment And Non-Investment Resources
The number of resources a player uses will determine how quickly they can win the game’s major prize. The resources that can affect a player’s advancement are investment resources. They must be restrained to maintain the game’s equilibrium.
For instance, the player might get a boost to enable him to complete the level more quickly, but it must be calculated. The gamer could lose interest if the game becomes too simple. Non-investment resources, however, have no bearing on a player’s capacity to advance in the game. Players may find a character’s attire visually pleasing. But it has no bearing on their ability to progress in the game.
Build A Cost System
There must be a procedure that can set fair prices and calculate how much everything in the game is worth for the game’s economics to be properly balanced. A player may receive in-game money or specific types of premium items when they advance to the next level. He has a constrained window of time in which to employ this virtual money. The game economy designer modifies the game’s cost structure to balance income and expenses.
Deficit and surplus for a more exciting game
What provides the player with a satisfactory experience is the correct balance of tough and easy, thrilling and boring. Like in the real economy, the player can periodically suffer a surplus or a deficit. While the quantity of incentives declines, the price of things, especially food, rises in tandem with the surplus.
All of these shortages and surpluses cause the player to feel emotions, which heightens the interest in the game. For instance, the player can buy a boost to get through a level more quickly if it is too difficult and he gets angry. However, there needs to be a careful balance because too much annoyance or a game that is too easy will turn off gamers.
Final Thoughts
Even the most experienced game designers may find it challenging to balance the game economy. You can apply specific rules, concepts, and models to maximize your performance and get going. You can easily outsource the game economic modeling process if your team lacks the necessary competence.