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Why Your Game Economy Is Quietly Killing Your Retention - DRAFT

By Creauctopus

Summary

Topics Covered

  • Game Economies Collapse Without Player Trust
  • Balance Taps and Sinks at Pinch Points
  • Dopamine Thrives on Anticipation Not Reward
  • Translate All Resources into Time Equivalents
  • Segment Payers and Non-Payers Differently

Full Transcript

If a single design decision could cost thousands of players with your game overnight, would you know what it was?

Game economy is one of those topics that looks simple from the outside and is brutally complex once you actually building it. So today we are going deep.

building it. So today we are going deep.

I recently came across a few articles on game economic design and links are all in the description. I read them. I can

genuinely recommend them and this video is essentially a breakdown through the most important ideas across all of them.

But before we get into the theory, I want to show you something practical first. And this segment is sponsored by

first. And this segment is sponsored by Atoms, formerly known as Metag GBTX or MGX. So, one of the hardest parts of

MGX. So, one of the hardest parts of starting a new game isn't building it, it's figuring out what to build. You

want to know what's actually trending, what geners are getting installed right now, what's new on Google Play, and actually performing. I was doing this

actually performing. I was doing this manually, scrolling through the store, checking charts, trying to [music] piece together a picture. And at some point, I thought, why not just build a tool for this? The problem is I am a game deaf,

this? The problem is I am a game deaf, not a backend developer. Building

something with user accounts, a database, payments. That's not how I

database, payments. That's not how I want to spend my time. So, I used it at one prompt. Create a mobile market

one prompt. Create a mobile market analysis tool. I want to track new games

analysis tool. I want to track new games coming to Google Play, check how they perform in terms of installs and see what trends are emerging. What makes

ATOM different is that it's not one AI doing everything. [music] You can see

doing everything. [music] You can see multiple agents working in parallel. One

scoping the product, one designing the architecture, one building. This why the output is actually structured and production ready, not just a rough prototype. This is what came out. A full

prototype. This is what came out. A full

analytics dashboard. Weekly installed

trends going back months. top categories

broken down by installs, trending games this week, all from that one prompt.

Then I asked it to add direct Google Play links for every game in the tracker. Each row now has a view button

tracker. Each row now has a view button that opens straight to the store page, done immediately. The trends page shows

done immediately. The trends page shows daily installs broken down by category over 30 days. You can actually see which geners are growing and which are flattening. This is the kind of data

flattening. This is the kind of data that used to require a paid analytics subscription. Then I thought other

subscription. Then I thought other developers probably need this too.

[music] So I asked it to add user registration and three subscription tiers. Free, pro at $9.99 and enterprise

tiers. Free, pro at $9.99 and enterprise at $29.99. ATMs cloud handled the entire

at $29.99. ATMs cloud handled the entire back end automatically. User

authentification, subscription database, stripe payments integration, the stuff that normally takes days done as part of the same build. So what started as a personal tool became a deployed

monetized product. That's what atoms

monetized product. That's what atoms means by VI business. The full path from idea to something that actually generates revenue. There is also race

generates revenue. There is also race mode. Multiple AI teams build your

mode. Multiple AI teams build your project in parallel. You choose the best result and deep research market and competitor analysis before anything gets

built. At was previously called Metag

built. At was previously called Metag GPTX or MGX. Same team expanded product and link in the description. Now let's

go into what actually is a game economy.

A virtual economy defines how players earn, trade, and [music] spend resources within a game. It governs how goods are created and consumed, shaping both player behavior and business

performance. Like real world economies,

performance. Like real world economies, it depends on three things. A reliable

medium of exchange, a unit of account, and a store of value. In plain terms, players need to be able to trade with currency, understand what thing cost, and trust that what they save today will

still mean something tomorrow. When that

trust breaks down, economy collapses.

The classic example in Diablo II, gold became so abandoned by the end of the game that players abandoned it entirely.

[music] They started using a specific rare item, the stone of Jordan, as their new trading standard. And that wasn't the future. That was the economy

the future. That was the economy failing. and players invent and fix on

failing. and players invent and fix on their own. Economist Edward Castanova, I

their own. Economist Edward Castanova, I hope I pronounced it right, has studied this and found the virtual worlds behave just like real economies. When scarcity

and trust exist, engagement thrives.

When they disappear, communities collapse. [music]

collapse. [music] So, how do you keep an economy healthy?

It starts with understanding resource flow, specifically the relationship between taps and syncs. [music] A tap is where a resource comes from. completing

the level, killing an enemy, logging in daily, watching an ad. These are all tabs. A sync is where the resource goes.

tabs. A sync is where the resource goes.

Upgrades [music] equipment, time skips, cosmetics. The

balance between the two is everything.

If your tabs produce too much currency, the sync overflows. Currency floats the game, loses its value, and players lose motivation to earn [music] it. That's

inflation. On the other side, if tabs produce too little, players feel constantly starved. They disengage

constantly starved. They disengage because there is no reward for effort.

[music] The sweet spot is what's called a pinch point. The moment where players are just concerned enough about their resource supply that demand stays high, not frustrated, not swimming in

abundance, just motivated. [music]

One practical tool of getting this right, build a resource flow chart before you ship. Map every single source and every span point. Then once you have

analytics, calculate what percentage of total flow each one represents. This

gives you a clear view of where you're over supplying and where you're leaving players with nothing to work toward.

Some studios use what's called the fives framework to structure this sources, [music] syncs, scarcity, schedules, and spend motivation. All five need to be

motivation. All five need to be intentionally designed. Let's talk about

intentionally designed. Let's talk about currencies because most games don't have just one. The most common setup is a

just one. The most common setup is a dual economy. Hard currency and soft

dual economy. Hard currency and soft currency. Soft currency is easy to earn

currency. Soft currency is easy to earn through regular play. It should feel accessible. Hard currency is more

accessible. Hard currency is more valuable, harder to obtain through game play, and often purchasable with real money. But beyond those two, there are

money. But beyond those two, there are many other used to add depth. Energy

currency that limits session lengths.

Event currency tied to limited time content. Social currency earned through

content. Social currency earned through community activity. Guild currency

community activity. Guild currency generated collectively. VIP currency for

generated collectively. VIP currency for loyal spenders. And even what's called

loyal spenders. And even what's called discard or dust currency earned by destroying items. The more currencies you add, the more depths amization of opportunities you create. But there is a

real trade-off. Complexity. Games that

real trade-off. Complexity. Games that

stack many currencies or past systems often confuse players and actually discourage spending. A simple clear

discourage spending. A simple clear currency system is almost always better than an elaborate one that players can't follow. A game called Galaxy Attack is a

follow. A game called Galaxy Attack is a good example of this done right. A

single currency system easy to understand and highly effective. Now,

here's where it gets interesting. The

neuroscience behind why economies keep people playing. Two chemicals are doing

people playing. Two chemicals are doing most of the work. Dopamine fires during anticipation, not when their reward arrives, but when it's coming. [music]

That's why a player stuck on level 189 of Candy Crush keeps going. They're

almost there. The brain treats almost as a reward in itself. [music]

And fins kick in when the reward actually lands. The satisfaction, the

actually lands. The satisfaction, the relief, the reason players come back.

Well-designed economies engineer their ratio between these two states. [music]

Players should experience a mix of emotions per session. Surplus and

deficit, easy and hard, rich and scarce.

If they feel frustration several times in a row with no relief, they leave. If

everything is always easy, there is [music] no drive. The goal is what you might call an emotional roller coaster, but one that's controlled and intentional, not random. This also

explains the power of free trials.

Research shows that giving players a free item, a booster, a currency pack, a premium feature before asking them to pay significantly increases the likelihood of a purchase. They

experience the value first. The

psychology of reciprocity then does its work. When something is given, people

work. When something is given, people are more likely to give something back.

Game balance is where all of this gets practical. And the most important single

practical. And the most important single framework here is translate everything into time. Every resource, reward, and

into time. Every resource, reward, and upgrade should be expressible in terms of how long it takes player to earn it.

If your game has 300 levels and players complete 10 a day, you have a 30-day game. Every value should map to that

game. Every value should map to that timeline. It makes pricing, pacing, and

timeline. It makes pricing, pacing, and reward design dramatically easier to reason about. Then you use the

reason about. Then you use the difficulty curve. The principle that

difficulty curve. The principle that challenge should rise roughly in [music] step with player skill. Too hard,

frustration and churn. to easy boredom and churn. The goal is to keep most

and churn. The goal is to keep most players in what you call the balance fun zone. One concrete benchmark, no more

zone. One concrete benchmark, no more than 4% of players should quit because of mission difficulty. If more than one in 25 players is dropping off because something is too hard, the balance needs

fixing. Content distribution over time

fixing. Content distribution over time matters, too. Early sessions should be

matters, too. Early sessions should be generous. Players need to learn what the

generous. Players need to learn what the game's resources feel like and develop an appreciation for them as they progress. that pace naturally slows. The

progress. that pace naturally slows. The

scarcity builds desire. This is also how rewarded video ads can be introduced effectively. Not at session one, but

effectively. Not at session one, but once players understands what they are earning. Investment resources, anything

earning. Investment resources, anything that directly affects progress like boosters or equipment need to be carefully [music] controlled.

Non-investment resources like cosmetics have more flexibility. Every time you release an investment resource for free, you need to track how it affects players desire to purchase others. Monetization

and the most important thing to establish up front. It needs to be designed in from the beginning, not added later. The games that handle it

added later. The games that handle it best build the monetization logic into the foundation. The ones that handle it

the foundation. The ones that handle it poorly bolted it on after the mechanics were done. the main models, inapp

were done. the main models, inapp purchases used by around 79% of mobile games, inapp ads, subscription including battle passes, remove ad tiers, and VIP

offerings, and hybrid models that combine multiple approaches. A few

things worth knowing. Ads and IPS don't have to canibilize each other. The key

is timing and segmentation. Ads work

best when introduced after players are fully on boarded and understand the game's resources, not on day one.

Rewarded video ads in particular are well received by players. Research

suggests around 68% of players actually like the format when it's optin.

Rewarded ads can also function as samples. It's given players a small

samples. It's given players a small amount of premium currency or a booster they'd otherwise have to pay for.

[music] Once they experience that value, the psychological path to purchase becomes shorter. on segmentation. Payers

becomes shorter. on segmentation. Payers

and non-payers behave differently [music] and the economy should treat them differently. In heyday, for

them differently. In heyday, for example, players who have made a purchase no longer see ads. Instead, the

rewards are just given them automatically. Non-players [music]

automatically. Non-players [music] watch ads to earn. Both groups feel rewarded in a way that fits their relationship with the game.

Personalization goes even further.

[music] Adaptive in-game stores that display items relevant to where a player is in the game consistently outperform static stores. [music] One case study showed a

stores. [music] One case study showed a 41% increase in the store revenue just from personalizing what the store showed each player and an overall revenue

increase of 26%. The bigger picture, when monetization is done well, players spend not because they're forced to, but because purchases feel fair and timely.

That's the goal. If this was helpful, subscribe and I'll see you in the next one.

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