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