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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