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Designing In-Game Economies Print

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Currencies and value.

WHAT AN ECONOMY CONSISTS OF

Sources: where currency enters

Sinks: where it leaves

Prices Rates of acquisition

WHY SINKS MATTER MOST

Without them currency accumulates until it is meaningless.

WHAT COMMON SINKS ARE

Purchases Repair and maintenance Upgrade costs that rise Consumables Fees on actions

WHAT INFLATION LOOKS LIKE

Players accumulating far more than anything costs.

WHAT IT DESTROYS

Every decision the economy was meant to create.

WHAT TO MODEL BEFORE BUILDING

Expected income per hour against expected costs.

WHY MODEL IT

Balancing by intuition produces economies that break within hours of play.

WHAT SEVERAL CURRENCIES PROVIDE

Separation of progression tracks.

WHAT THEY COST

Confusion, if the distinction is unclear.

WHAT TO LIMIT

The number of currencies, deliberately.

WHAT PLAYER TRADING INTRODUCES

Exploitation Duplication bugs becoming economy-destroying Real-money trading outside the game

WHAT TO DECIDE

Whether trading is worth that.

WHAT TO MONITOR IN LIVE GAMES

Currency in circulation, and how it changes.


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