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How in game economies are designed and maintained

cormack12

Gold Member
Source: https://aftermath.site/f2p-economy-live-service-explained


Bruce: I'm a game designer with a Master's degree, and have worked at Activision, EA, a bunch of mobile games companies and a handful of start-ups and independent studios. For the last decade I've been working on mobile free-to-play projects in a variety of capacities.


B: My actual day-to-day is highly variable, based on what stage of development the project is in.

When I was on the character collector, I was often bouncing between:

- Working with a feature team and a client to spec, develop, and test a new gameplay feature.

- Helping the mission team dial in the tuning on our endgame content. This was incredibly important, because if it's too hard nobody can beat it and people lapse/quit the game, while if it's too easy, you're not motivating people to invest in newly released characters or gear.

- Supporting other designers with their features, often by focusing on technical or economy-linked topics (like skill-based matchmaking and reward scaling).

- Planning future economy updates (via modelling and spreadsheets).

- Checking in on the state of our current economy via dashboards and custom Business Intelligence reports, and checking in with the LiveOps and Design teams about actions I wanted to take based on those reports.


B: Game systems and the economies which support them are inextricably intertwined, and there's a tendency for people to believe that you can both shoot from the hip (i.e., build an economy by feel, rather than simulating and planning the experience) and also constantly keep expanding economies and resource sinks endlessly. Neither is true, especially in live service games. If you want an economy or game system to be healthy over the course of years, you need a plan in place, and a clear understanding of how adjusting different knobs will impact the game, both in qualitative and quantitative terms.

To put it another way: Your live service game isn't necessarily healthy just because you have lots of players and you're making money right now. If you don't have a plausible, multi-pronged plan for how you're going to keep things from going sour in three months, six months, or a year or more, you're basically gambling with the livelihood of everyone on your team. How are you keeping your current players engaged? How are you getting new players? How are you accelerating those players into the endgame, or making endgame players want to play with them even if your new players aren't endgame-ready? If you're selling stuff to players, what's going to make them want to keep buying it?

Not all of these questions are purely systems- or economy-driven, but you need good answers to them if you want a game to last. And you're not going to have good answers without economy specialists who are focused on where your game is, where it's headed, and are empowered to propose solutions to problems that haven't happened yet (but are inevitably going to happen based on experience and modelling)
 

Hudo

Member
Was excited for a bit because I thought this was gonna be some game design insights about economic systems like in Anno or Factorio, their creation, complexity and when to make abstractions to it in order to make them "playable". But you mean in-game economy in the sense of live-service stuff. Which is not something I find interesting. But you do you!
 

Robb

Gold Member
I can just assume he’s right.. Being the “economy lead” or “monetization designer” sounds like such a crap job though. If you do that for a living and also play games as a hobby I’d imagine you might be the actual devil himself.
Get Away Woman GIF by Max
 
This guy seems like the reason we get bad games. Build a great game and throw a cosmetics store in it, if it's a game that people want to spend hours and hours in a certain percentage will buy some crap. But no, it always has to be integrated into the loop itself to try and force itself on you.
 

Quasicat

Member
When I was in college, I had to take a couple of advanced level Economics courses to get my teaching degree. Eventually I met up with a couple of guys going for their Doctorates in Economic Law and Theory and one of them eventually landed a job at Epic. Him and a couple of other people are responsible for the economy in Fortnite. He once told me that the secret to keeping the player engaged is to have the levels climb frequently and to offer in game currency as a reward. This gives the players a sense of gaming the system as they use the rewarded currency to buy the next season pass. Then they use actual money to buy the skins that keep the platform going.
 

Topher

Identifies as young
"I'm a game designer with a Master's degree"

With the experience he has, that's the least important thing about him so a bit strange to start out with it.
 
The reason for bad games is cause y'all bought horse armor many years ago

I've never bought a traditional MTX item in over 35 years of gaming. At least not with real money, only with in-game points. I have picked up a couple of full size DLC packages, but even there not many. I'm one of the worthless 75% they often talk about. LOL
 

simpatico

Member
I'd love an interview like this on the civil engineering that goes into road design in open world and racing games. Seems like a massive task you'd need specialized support for if you want to do it right. Right now I'm playing Cyberpunk and NFS Unbound at the same time. Criterion Bro's: we have to talk. This is not how roads work. Some of the downtown stuff in that game is just spaghetti. Cyberpunk however has brilliant roads. In fact I want these guys to leave gaming and come work for my municipality.
 
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