~/talk

Building & Running Game Economies

Talkat Pocket Gamer Connects Digital #2 · 2020-06-08..06-12
links:none on file
slides:none on file

Recommends at least soft and hard currency with distinct roles, converting every currency to real money to price items (example chest: 750 normal, 350 promotional, EV ≈ 2.14), and a clear hard‑currency hierarchy (IAP, achievements, logins, rewarded video). Balances by time using an ideal level time curve (tutorial fast, midgame ramp, late constant) and compares modal cumulative soft‑currency gains vs sinks to find shortages. Tracks economy with analytics—use SQL on your database (or Firebase)—and fixes issues via live ops like leaderboard prizes or a low‑cost lottery chest to spend odd gems.

AI-written summary · about

  1. 0:00Start
  2. 2:19Why is designing a good economy important?
  3. 3:55No such thing as perfect
  4. 6:28Balancing Examples
  5. 7:35Why (at least) 2 currencies
  6. 9:25Unique/system currencies are to understand
  7. 11:21Hard currency gain hierarchy
  8. 13:46Balancing by time in practical terms
  9. 16:00Designing time curves credit Thiago Tex Pine
  10. 17:18Balancing sinks and sources
  11. 19:30Balancing with goals focus
  12. 20:13Balancing with live operations - Estimated Value
  13. 20:55Tracking and data
  14. 21:18Summary
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