How Video Game Economies are Designed

How Video Game Economies are Designed

New Section

This section introduces the concept of video game economy design and its importance in shaping player behavior and gameplay progression. The speaker also mentions a specific exploit in The Witcher 3's economy that was later fixed by CD Projekt Red.

Introduction to Video Game Economy Design

  • Video game economy refers to the flow of resources within a game system.
  • Resources can include coins, crafting materials, experience points, etc.
  • Taps generate new resources into the economy, either automatically or through manual mining by players.
  • Taps can incentivize player behavior and affect resource scarcity and value.
  • The inventory holds collected resources, which may have an upper limit to create challenging decisions for players.
  • Converters allow players to exchange one resource for another, such as buying gear or crafting items.
  • The cost of conversion can impact the pace of the game's progression.
  • Careful design of converters can encourage decision-making in players.

Examples from Games

  • Ghost of Tsushima has multiple crafting materials linked to specific upgrades, reducing decision-making complexity.
  • Metro: Exodus has only two crafting materials required for various items, forcing players to be intentional with their choices.

New Section

This section explores how video game economies can influence player decision-making and provides examples from different games.

Impact on Player Decision-Making

  • Well-designed economies can encourage players to make thoughtful decisions about resource allocation.
  • In-game shops require players to decide how to spend limited currency.
  • Crafting systems with limited resources force players to prioritize their needs.

Examples from Games

  • Ghost of Tsushima has simplified decision-making due to direct material-to-upgrade links.
  • Metro: Exodus creates more strategic decision-making by requiring components and chemicals for all crafted items.

What Makes Grinding in Video Games Fun?

In this section, the speaker discusses the concept of grinding in video games and explores different ways to make it more interesting or less tedious.

The Purpose of Exchanging Resources

  • Players exchange resources in games to become more powerful, efficient, or resilient.
  • Obtaining bigger swords and better armor prepares players for upcoming challenges.

Repeating Content with Better Gear

  • Some games allow players to return to previously visited areas with improved gear, stats, and health.
  • This can be a fun aspect of idle games and roguelikes with permanent progression.

Positive Feedback Loop and Grinding

  • Repeating content to amass power creates a positive feedback loop.
  • This system reinforces the output more strongly but can also be addictive.
  • However, repeating the same content slowly for power accumulation is often referred to as grinding.

Addressing Power Creep

  • There are ways to address or minimize the power creep feedback loop.
  • CD Projekt Red introduced a cryptic addition called the "bovine defense force initiative" in a patch for fixing an exploit in their game.

Making Power Creep More Interesting

  • One approach is to turn power creep into a puzzle or complex problem-solving challenge.
  • Games like Factorio, Satisfactory, and Stardew Valley offer gameplay that requires optimization and efficiency.

Implementing Negative Feedback Loop

  • Another method is implementing a negative feedback loop that balances itself towards a status quo.
  • Elden Ring graphically demonstrates increasing costs for leveling up as players progress. This discourages repetitive tactics by making them ineffective.

Slowing Down Grinding with Drains

  • Introducing drains, which permanently remove resources from the economy, can slow down grinding.
  • Examples include breakable weapons, health loss, unit loss, taxes, and ammo depletion.
  • Drains can also add risk and encourage players to explore new strategies and options.

The transcript is in English.

Lecture on Video Game Economies Understanding the Different Types of Economic Entities in Games

In this section, the speaker discusses the different types of economic entities in video games and how they contribute to gameplay. The entities include taps, inventories, converters, drains, and traders.

Taps: Creating Resources

  • Taps are mechanisms that create resources in a game.
  • They can be compared to sources or generators of resources.
  • Examples include resource-generating buildings or actions performed by players.

Inventories: Storing Resources

  • Inventories are where resources are stored in a game.
  • Players can accumulate and manage their resources within their inventory.
  • Inventories can have limited capacity or specific rules for storing certain types of resources.

Converters: Exchanging Resources

  • Converters allow players to exchange one type of resource for another.
  • They can be simple, like vending machines that convert money into items.
  • In more complex games, converters may involve shops with unique inventories and pricing systems.

Drains: Losing Resources

  • Drains represent mechanisms that cause players to lose resources in a game.
  • Losing resources through drains can create negative feedback loops and hinder progress.
  • An example is losing money in Monopoly, which reduces a player's ability to compete with others.

Traders: Buying and Selling Resources

Video description

🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 In this video, I’ll show you how a typical video game economy is designed - and how resources flow around the system. As we go, I’ll show you how these economic entities can be used to create interesting gameplay for the player. === Before you watch === Content warning: Combat, mild blood. === Sources and Resources === - Sources [1] The Living World of 'The Witcher' https://www.gdcvault.com/play/1023867/The-Living-World-of-The [2] Patch 1.05 for PC out now! https://en.cdprojektred.com/news/patch-1-05-for-pc-out-now/ - Additional resources The Pillars of Internal Economy — An Introduction to Game Economics https://yvensserpa.medium.com/the-pillars-of-internal-economy-an-introduction-to-game-economics-38d8e73d5afa Feedback Loops in Game Economics https://medium.com/super-jump/feedback-loops-in-game-economics-7327f740d2e8 Keys to Economic Systems https://gdkeys.com/keys-to-economic-systems/ The Economy of EVE Online https://www.youtube.com/watch?v=nrW6p5ns8K8 === Chapters === 00:00 - Intro 01:23 - What is an economy? 01:53 - Entity 1: The Tap 03:04 - Entity 2: The Inventory 03:46 - Entity 3: The Convertor 05:58 - Dealing with grind 09:48 - Entity 4: The Drain 12:09 - Entity 5: The Trader 14:22 - Conclusion 15:31 - Patreon Credits === Games Shown === The Witcher 3: Wild Hunt (2015) Frostpunk (2018) Destiny 2 (2017) Yakuza: Like a Dragon (2020) Diablo III (2012) Horizon Forbidden West (2022) Metro Exodus (2019) Factorio (2020) Far Cry 4 (2014) Detroit: Become Human (2018) The Legend of Zelda: Skyward Sword (2011) Ghost of Tsushima (2020) Call of Duty: Modern Warfare Remastered (2016) DOOM Eternal (2020) Red Dead Redemption 2 (2018) Stardew Valley (2016) Elden Ring (2022) Pokémon Legends: Arceus (2022) Anno 1800 (2019) Call of Duty: Black Ops Cold War (2020) Minecraft (2011) Borderlands 3 (2019) The Legend of Zelda: Breath of the Wild (2017) DOOM (2016) Life is Strange (2015) Resident Evil Village (2021) Shadow Warrior 2 (2016) The Last of Us Part II (2020) The Legend of Zelda: Link's Awakening (2019) The Elder Scrolls V: Skyrim (2011) Resident Evil 4 (2005) Octopath Traveler (2018) Dying Light 2: Stay Human (2022) Ratchet & Clank: Rift Apart (2021) Dragon Quest XI: Echoes of an Elusive Age (2017) Cyberpunk 2077 (2020) Hades (2020) Assassin's Creed: Odyssey (2018) Cookie Clicker (2013) Rogue Legacy (2013) Forager (2019) Tony Hawk's Pro Skater 1 + 2 (2020) No Man's Sky (2016) Satisfactory (2024) Fallout 3 (2008) Darkest Dungeon (2016) Civilization V (2010) Deathloop (2021) Animal Crossing: New Horizons (2020) Subnautica (2018) Death Stranding (2019) Don't Starve (2013) Monopoly Plus (2014) XCOM 2 (2016) Assassin's Creed: Origins (2017) Offworld Trading Company (2016) Kirby and the Forgotten Land (2022) Stellaris (2016) AdVenture Capitalist (2014) Moonlighter (2018) The Ascent (2021) EVE Online (2003) === Credits === Music provided by Epidemic Sound - https://www.epidemicsound.com/referral/vtdu5y (Referral Link) Icons provided by The Noun Project - https://thenounproject.com The Loot Cave | JB3 https://www.youtube.com/watch?v=glFY8Z1uLjk Getting Started In Satisfactory! Satisfactory Gameplay Episode 1 | Broadbent https://www.youtube.com/watch?v=9IB4NBkxgP4 Simple, Tileable Early Smelting Designs | Factorio 0.18 Tutorial/Guide/How-to | Nilaus https://www.youtube.com/watch?v=wb4JAX9QWuA Monopoly Plus | PC Gameplay | 1080p HD | Max Settings | ZephyrMantis https://www.youtube.com/watch?v=LbyvtfIu0YQ === Subtitles === Contribute translated subtitles - https://amara.org/en-gb/videos/owmxO7Rw8KQ0/