top of page

Portfolio | HoChiHuang

Building a Lasting Free to Play Economy

  • Writer: Ho Chi
    Ho Chi
  • Jan 4, 2020
  • 1 min read

This change of importance is because games no longer just need to last 10-20 hours of gameplay, but now need to last years. Economies are the key to making scaleable systems. As a economy designer, it is your responsibility to ensure that the currencies involved in your game are always tight: are always sought by a player.


Inflation is the enemy of an economy designer. Avoiding inflation and managing sources and sinks are a key job for game designers in free to play.


Model a simple game economy:

1. Given some assumptions, can calculate how many battles it would take an average player to get the necessary XP to level up.

2. How much time it would take a player in an idle game to purchase the next upgrade

Model a simple RPG economy or a simple Idle economy, and how it changes over time

3. Able to adjust parameters and see how it impacts the player progression curve


Balance a basic gameplay system:

1. Given some goals (ex. We want an average player to be able to play 20 times per day) you can balance an economy to work.

Ex. a Energy system in a Match 3 game (how long until the energy refills, what the max cap is)

Ex. setting the price of a weapon in a RPG game

Ex. creating a formula for XP in an RPG game


Recent Posts

See All
The Two Types of Random

1. Input randomness (support strategy.) a. A random event occurs before the player gets to make a decision. b. Examples: procedurally...

 
 
 
Game topics

1. Classical Fantasy, Middle Grade/Age Fantasy a. Related works: A Song of Ice and Fire, The Lord of the Rings, The Chronicles of Narnia....

 
 
 

Comments


bottom of page