- An economy consists of a set of basic elements
- Resources - any concept that can be measured numerically. Anything that the players can produce, gather, collect or destroy.
- Tangible resources - have physical properties in the game world. They exist in a particular location and have to be moved somewhere else.
- Intangible resources - have no physical properties in the game world. They do not occupy a space or exist in a particular location. These are just numbers.
- Abstract resources - do not really exist in game but are computed from the current state of the game (i.e., a strategic advantage). They are mainly used for internal computation.
- Concrete resources - really do exist in the game which the players can experience or interact with.
- Entities - where specific quantities of a resource are stored (i.e., a variable).
- Simple entities - store only one value.
- Compound entities - groups of related simple entities called attributes.
- Economic functions - functions that affect resources that move them around.
- Sources - mechanics that, under certain conditions, create new resources out of nothing and store them in an entity
- Drains - mechanics that, under certain conditions, take resources out of the game, reducing the amount stored in an entity.
- Converters - mechanics that turn resources from one kind to another (destroying one and creating another)
- Traders - mechanics that move a resource from one entity to another, and another resource back in the opposite direction according to an exchange rules.
- Sources and drains share similar properties:
- They may be triggered by events in the game, or may operate continuously based on a production or consumption rate.
- They may also be toggled on or off
- Resources - any concept that can be measured numerically. Anything that the players can produce, gather, collect or destroy.
Feedback
- The economy of a game (in particular the dynamics of a particular resources) can be plotted over time to visualize it better and to discover underlying patterns .
Negative Feedback | Positive Feedback |
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Creates stability | Creates an arms race |
Characterized by convergence to an equilibrium | Characterized by exponential growth or decay |
Can create a dynamic equilibrium when fed the difference of resources (as in one resource ends up compensating for the lack of another). Allows for balancing as well | Can be used to create deadlocks and dependencies between resources (i.e., one resource depends on another resource) |
Allows for rubberbanding where players are neither too far ahead or too far behind. Creating excitement | Can be used to make players win or lose quickly. |
More or less creates an even playing field. | Makes it so that one player’s advantage snowballs |
Can prolong the game | Can end the game quickly or destabilize it. |
Magnifies late game successes | Magnifies early game successes |
Leads to adaptive or goal seeking behavior |
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It is important to consider how short term investments on a particular resources can impact gameplay in the long term.
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Feedback loops can be characterized in more detail as follows
- Type - Positive / Negative
- Effect - Constructive / Destructive. Creates an effect that will help a player win / lose
- If the feedback is tied to a winning condition it is probably constructive. Otherwise, if it is tied to a losing condition, it is probably destructive.
- Investment - High / Low - many / few resources must be invested to activate the feedback
- Investment is proportional to the number of resources required to activate the feedback loop (high = more)
- Return - High / Low / Insufficient - the net gain is high / low / negative
- Return is proportional to the number of resources gained or produced from the feedback loop and in relation to the investment.
- Speed - Immediate / Fast / Slow - the feedback is in effect immediately / after a little time / after a lot of time
- The speed of a feedback loop is inversely proportional to the number of actions and elements involved to activate it (more = slower)
- Range - Short / Long - the feedback operates directly / indirectly over few / many time steps
- Feedback loops that consist of many elements have a high range.
- Durability - None / Limited / Extended / Permanent - the feedback only works once / over a short period of time / over a long period of time / permanently.
- The durability of a feedback loop is usually permanent unless it depends on a limited resource that cannot be obtained (i.e., it depreciates). In such a case, the consumption rate of the resource and the amount lost per time unit determine how durable the loop is/
- Strength - an informal indication of the feedback to the impact of the game.
- Determinability - the strength of a feedback loop may be affected by different factors.
- Deterministic - given a certain state, the mechanism will always act the same
- Random - the mechanism depends on random factors. This can affect speed or return (more randomness may mean infrequent return)
- Multiplayer-Dynamic - the type, strength or effect of the mechanism are affected by direct interaction with other players.
- Strategy - the type, strength or game effect of the mechanism are affected by the tactical or strategic interactions between players
- Player Skill - the type, strength or game effect of the mechanism are affected by the player’s manual skill in executing the actions.
Applications
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Economies can be integrated in the game in a variety of ways, often interacting with other mechanics
- Use it to complement physics (skillfully performing physical actions gives you a resource). The physics system may also invoke risk and reward for the player.
- Use it to influence progression. Acquiring or removing certain resources may facilitate further progress into the game level or introduce new opportunities for exploration.
- Just make sure to not cause a deadlock in this case by making the resources required for progression immediately available.
- Use it to add strategic gameplay. Economies allow for reward planning and long-term investments. Complex economies can sustain complex strategic behaviors.
- Use it to create a large possibility space. More complex economies lend themselves to larger posssibility spaces and more replay value. Keep in mind the following
- If a particular combination of items and skills is more efficient than others, players will choose only that option and the economy will be thrown off balance.
- You have to be sure that the possibility space is large enough that player does not end up exploring it entirely in one play session.
- Consider having choices that exclude each other to make them feel like they have real consequences.
- Design the levels in such a way that players can use different strategies to complete them.
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Some tips for making games where the player builds an economy and keep the complexity under control
- Don’t introduce all the player’s building blocks at once. Gently introduce players to the different game elements. Lock advanced elements behind progression mechanics.
- Be aware of the meta-economic structure. Keep in mind that certain approaches are better than others.
- One way to balance this is to make structures that are effective in the early game be less effective in the late game. Use slow-working, destructive positive feedback.
- Use maps to produce variety and constrain the possibility space.
Case Studies
- Power Ups and Collectibles - they create an internal economy centered around risk and reward.
- More valued Collectibles can be tied to high risk.
- Some powerups may be needed. Others may not be needed but are still helpful but are risky to obtain.
- Powerups lend themselves well to temporary positive feedback loops.
- For the return, the risk is balanced by the player skill.
- Racing Games - they can be framed as the players aiming to produce distance.
- The production rate is influenced by chance, skill, strategy, and quality of the player’s vehicle.
- Rubber banding allows a “close race” so that players that are behind can catch up.
- RPG elements - the economy consists of skills and other attributes of player characters.
- It must contain a positive feedback loop - player characters perform task successfully to increase abilities to increase their chance to perform more tasks successfully.
- A negative feedback loop counters the above positive feedback loop. The experience required to level up increases or the number of actions required to gain experience increases.
- This strategy favors specialization, especially when skills are harder to obtain.
- FPS economy - there is an economy between fighting aggressively and losing health.
- Enemies may provide a source for ammo and health. At the same time, shooting constitutes a drain for ammo.
- Health and ammo drops may be provided, however their effectiveness depends on player skill.
- RTS economy - harvesting resources in the game constitutes an economy
- Most will require that players allocate their harvesters to harvest different resources.
- The resources are converted to a building which can be used to create more units and buildings
- The production of a unit costs resources. However, they can be used offensively or defensively to counter other units.
- Technology trees introduce dependency chains but can also serve as an element to a feedback loop (albeit one that requires high investment).
Links
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Adams and Dormans Ch. 4, 6-7
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Feedback Loop - more on feedback loops.