Best Practices For Creating A Successful In-Game Economy

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 its 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, 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 most prized actions 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, 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 simple enough. 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 does not affect 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 appropriately balanced. Players may receive in-game money or specific premium items when they advance to the next level. He has a constrained window of time 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 challenging and accessible, 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 rest. 

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 complex and he gets angry. However, there needs to be a careful balance because too much annoyance or a too easy game will turn off gamers.

Final Thoughts 

Even the most experienced game designers may need help to balance the game economy. You can apply specific rules, concepts, and models to maximize your performance and get going. You can outsource the game economic modeling process if your team needs more competence.

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