Start here · Essential guide
How Game Economies Are Designed
A look at how designers connect currencies, earn rates and spending options into one in-game economy, and why changing one part tends to move the others.
Design and Systems
How currencies, markets and pacing are tuned inside games.
Start here · Essential guide
A look at how designers connect currencies, earn rates and spending options into one in-game economy, and why changing one part tends to move the others.
How price gaps between servers, towns or vendors appear in online games, how players exploit them, and why designers often try to narrow those gaps.
How tier spacing, experience requirements and weekly goals are tuned in a battle pass to manage how much time players invest, and what that means for fairness.
How designers price abilities against stats so that cheap and costly cards or units stay comparable, with a simple worked example of a cost curve.
How designers add and remove currency through faucets and sinks to keep player balances healthy over months of play, with a simple balance example.
Why prices tend to drift upward in persistent online worlds, how new players are affected, and which design tools designers use to slow the rise.
An educational look at how pricing models in games affect balance and perceived fairness, and why trust is a design constraint, without encouraging spending.
How supply, demand and listing fees set prices when players trade with each other in an auction house, and what designers adjust to keep trading healthy.
How each new release in a game nudges strength upward, why older content slowly falls behind, and what designers do to slow or reset the drift.
How designers limit resources on purpose to slow progress, force choices and shape the rhythm of a match or campaign, with examples from several genres.
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