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Chapter 4:
Internal Economy
Hamzah Asyrani Sulaiman
In games, the internal economy can
include all sorts of resources that
are not part of a real-life economy.
Things like health,
experience, and skill can be part of
the economy just as easily as
money, goods, and
services.
Elements of
Internal
Economies
Resources
• All economies revolve around the flow of
resources. Resources refer to any concept
that can be measured numerically. Almost
anything in a game can function as a
• resource: money, energy, time, or units
under the player’s control all are examples of
resources, as are items, power-ups, and
enemies that oppose the player.
Tangible and
Intangible
Resources
Tangible Resources
• Tangible resources have physical
properties in the game world. They exist in a
location and often must be moved
somewhere else.
Intangible
Resources
• Intangible resources have no physical
properties in the game world—they do not
occupy space or exist in a location. For
example, once the trees in Warcraft have
been harvested, they are changed into
lumber, which is intangible.
• Another Examples are experiences, level,
etc
Entities
• Specific quantities of a resource are stored
in entities. (If you are a programmer, an entity
is essentially a variable.)
• A resource is a general concept, but an
entity stores a specific amount of a resource.
• An entity named “Timer,” for example,
stores the resource time—probably the
number of seconds remaining before the end
of the game.
Four Economic
Functions
• Sources are mechanics that create new
resources out of nothing. At a certain
time, or upon certain conditions, a source
will generate a new resource and store it
in an entity somewhere.
• Sources may be triggered by events in
the game, or they may operate
continuously, producing resources at a
certain production rate. They may also be
switched on and off
SOURCES
Four Economic
Functions
• Drains are the opposite of sources:
They take resources out of the game,
reducing the amount stored in an
entity and removing them permanently
DRAINS
Four Economic
Functions
• Converters turn resources of one
kind into another. As we mentioned, in
Warcraft, trees (a tangible resource)
turn into lumber (an intangible one)
when the trees are harvested.
CONVERTERS
Four Economic
Functions
• Traders are mechanics that move a
resource from one entity to another,
and another resource back in the
opposite direction, according to an
exchange rule.
TRADERS
Economic
Structure
Economic Shapes
The Shape of a Game of Chess
From Mechanics to
Shapes
• To produce an economic shape,
you need to know what type of
mechanical structures create what
shapes. Fortunately, there is a direct
relationship between shapes in a
game’s economy and the structure
of its mechanics. In the next
sections, we discuss and illustrate
the most important building blocks
of economic shapes
From Mechanics to
Shapes
• Negative feedback makes a system resistant to
changes: The temperature of your refrigerator is kept
constant even if the temperature outside the
refrigerator changes. The point at which the system
stabilizes is called the equilibrium.
NEGATIVE FEEDBACK CREATES AN EQUILIBIRIUM
From Mechanics to
Shapes
• Changing equilibriums requires a dynamic factor that changes
independently of the negative feedback mechanism. The outside
temperature throughout the year is an example of a periodical
equilibrium that is caused by the periodic waxing and waning of
the available hours of daylight and the relative strength of the
sun.
NEGATIVE FEEDBACK CREATES AN EQUILIBIRIUM
From Mechanics
to Shapes
• In games, this type of positive
feedback is often used to create
an arms race between multiple
players. A good example is the
harvesting of raw materials in
StarCraft (or similar
constructions in many other RTS
games).
POSITIVE FEEDBACK CREATES AN ARMS RACE
From Mechanics
to Shapes
• If StarCraft were a race to collect as many minerals as possible
without any other considerations, would the best strategy be to
build a new SCV unit every time you’ve collected enough
minerals?
LONG-TERM INVESTMENTS VS. SHORT-TERM GAMES
From Mechanics to Shapes
• During Marc LeBlanc’s talk on feedback
mechanisms in games at the Game Developers
Conference in 1999, he described two alternate
versions of basketball.
• In “negative feedback basketball,” for every
five points that the leading team is ahead, the
trailing team can field one extra player.
• In “positive feedback basketball,” this effect is
reversed: The leading team can field one extra
player for every five points they are ahead.
FEEDBACK BASED ON RELATIVE SCORES
From
Mechanics to
Shapes
FEEDBACK BASED ON RELATIVE SCORES
Uses for Internal Economies in
Games
• In the previous sections, we discussed the elements and common structures of internal
game economies. In this section, we will discuss how game economies are typically used in
games of different genres.
• Table 1.1 provided a quick overview of some mechanics that are typically part of that
economy. Now, we will discuss the typical economic structures found across game genres
in more detail.
Use an Internal Economy
to Complement Physics
• Obviously, physics make up the largest part of
action games’ core mechanics. Physics are used to
test the player’s dexterity, timing, and accuracy. Still,
most action games add an internal economy to create
an integral reward system or to establish a system of
power-ups that requires resources.
Use an Internal
Economy to Influence
Progression
• The internal economy of a game can also be used
to influence progression through a game that
involves movement. For example, power-ups and
unique weapons can play a special role in an action
game’s economy. They can be used to gain access to
new locations.
Use an Internal Economy to Add Strategic Gameplay
• It is surprising how many of the strategic challenges in real-
time strategy games are economic in nature. In a typical game
of StarCraft, you probably spend more time managing the
economy than fighting the battle.
• Economies in strategy games usually involve multiple
resources and involve many feedback loops and
interrelationships. Setting up an economy like that for the first
time is challenging, and finding the right balance is even more
difficult.
Use an Internal Economy
to Add Strategic Gameplay
• Early in the game, the player is awarded a magical
dagger that allows that player to control time. This
power can also be used during combat, for example just
after the player has taken a big hit.
• The game is about using and sometimes sacrificing your
material in order to produce as much strategic
advantage as possible
Use an Internal Economy
to Create Large
Probability Spaces
• These games can also create a
more personal experience,
because the performance of
players and their choices directly
affect what parts of the
probability space open for
exploration.
When using an internal economy to customize the gameplay, there are three things
you need to watch out for. First, in an online role-playing game, if a particular
combination of items and skills is more efficient than others, players will quickly
identify and share this information, and the economy will be thrown off-balance.
Second, you must be sure that the
probability space is large enough that
players do not end up exploring it
entirely in one play session.
Third, you should ideally design your levels in such a way that players can use different
strategies to complete them. For example, in Deus Ex, the player can choose to develop
a character in different ways.
Use an Internal
Economy to
Create Large
Probability
Spaces
Tips for Economy
Construction Games
• Games in which the player builds an economy, such
as construction and management simulations, tend to
have large and complex internal economies.
• SimCity is a good example. As players zone areas and
build infrastructure, they use these building blocks to
craft an economic structure that produces the resources
they need to increase it even further.
• Building a game like this requires the designer to
assemble a toolbox of mechanics that the player can
combine in many interesting ways. This is even harder
than designing a complete, functional, and balanced
economy yourself.
Tips for Economy Construction Games
Don’t
introduce all
the player’s
building
blocks at
once.
Be aware of
the meta-
economic
structure.
Use maps to
produce
variety and
constrain the
possibility
space
Summary
• In this chapter, we introduced the essential elements of an internal economy: resources, entities, and
some of the mechanics that manipulate them, including sources, drains, converters, and traders.
• We examined the concept of economic shapes as seen through graphs and showed how different
mechanical structures can produce different shapes.
• Negative feedback creates equilibrium, while positive feedback creates an arms race among
opponents. Implemented another way, positive feedback can produce a downward spiral, because a
player finds it harder and harder to grow his economy.
• Feedback systems based on relationships between two players can produce effects that keep games
close or tend to cause the player in the lead to stay in the lead.

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04 - Internal Economy

  • 2. In games, the internal economy can include all sorts of resources that are not part of a real-life economy. Things like health, experience, and skill can be part of the economy just as easily as money, goods, and services.
  • 3.
  • 5. Resources • All economies revolve around the flow of resources. Resources refer to any concept that can be measured numerically. Almost anything in a game can function as a • resource: money, energy, time, or units under the player’s control all are examples of resources, as are items, power-ups, and enemies that oppose the player.
  • 7. Tangible Resources • Tangible resources have physical properties in the game world. They exist in a location and often must be moved somewhere else.
  • 8. Intangible Resources • Intangible resources have no physical properties in the game world—they do not occupy space or exist in a location. For example, once the trees in Warcraft have been harvested, they are changed into lumber, which is intangible. • Another Examples are experiences, level, etc
  • 9. Entities • Specific quantities of a resource are stored in entities. (If you are a programmer, an entity is essentially a variable.) • A resource is a general concept, but an entity stores a specific amount of a resource. • An entity named “Timer,” for example, stores the resource time—probably the number of seconds remaining before the end of the game.
  • 10. Four Economic Functions • Sources are mechanics that create new resources out of nothing. At a certain time, or upon certain conditions, a source will generate a new resource and store it in an entity somewhere. • Sources may be triggered by events in the game, or they may operate continuously, producing resources at a certain production rate. They may also be switched on and off SOURCES
  • 11. Four Economic Functions • Drains are the opposite of sources: They take resources out of the game, reducing the amount stored in an entity and removing them permanently DRAINS
  • 12. Four Economic Functions • Converters turn resources of one kind into another. As we mentioned, in Warcraft, trees (a tangible resource) turn into lumber (an intangible one) when the trees are harvested. CONVERTERS
  • 13. Four Economic Functions • Traders are mechanics that move a resource from one entity to another, and another resource back in the opposite direction, according to an exchange rule. TRADERS
  • 16. The Shape of a Game of Chess
  • 17. From Mechanics to Shapes • To produce an economic shape, you need to know what type of mechanical structures create what shapes. Fortunately, there is a direct relationship between shapes in a game’s economy and the structure of its mechanics. In the next sections, we discuss and illustrate the most important building blocks of economic shapes
  • 18. From Mechanics to Shapes • Negative feedback makes a system resistant to changes: The temperature of your refrigerator is kept constant even if the temperature outside the refrigerator changes. The point at which the system stabilizes is called the equilibrium. NEGATIVE FEEDBACK CREATES AN EQUILIBIRIUM
  • 19. From Mechanics to Shapes • Changing equilibriums requires a dynamic factor that changes independently of the negative feedback mechanism. The outside temperature throughout the year is an example of a periodical equilibrium that is caused by the periodic waxing and waning of the available hours of daylight and the relative strength of the sun. NEGATIVE FEEDBACK CREATES AN EQUILIBIRIUM
  • 20. From Mechanics to Shapes • In games, this type of positive feedback is often used to create an arms race between multiple players. A good example is the harvesting of raw materials in StarCraft (or similar constructions in many other RTS games). POSITIVE FEEDBACK CREATES AN ARMS RACE
  • 21.
  • 22.
  • 23. From Mechanics to Shapes • If StarCraft were a race to collect as many minerals as possible without any other considerations, would the best strategy be to build a new SCV unit every time you’ve collected enough minerals? LONG-TERM INVESTMENTS VS. SHORT-TERM GAMES
  • 24.
  • 25. From Mechanics to Shapes • During Marc LeBlanc’s talk on feedback mechanisms in games at the Game Developers Conference in 1999, he described two alternate versions of basketball. • In “negative feedback basketball,” for every five points that the leading team is ahead, the trailing team can field one extra player. • In “positive feedback basketball,” this effect is reversed: The leading team can field one extra player for every five points they are ahead. FEEDBACK BASED ON RELATIVE SCORES
  • 27.
  • 28.
  • 29. Uses for Internal Economies in Games • In the previous sections, we discussed the elements and common structures of internal game economies. In this section, we will discuss how game economies are typically used in games of different genres. • Table 1.1 provided a quick overview of some mechanics that are typically part of that economy. Now, we will discuss the typical economic structures found across game genres in more detail.
  • 30. Use an Internal Economy to Complement Physics • Obviously, physics make up the largest part of action games’ core mechanics. Physics are used to test the player’s dexterity, timing, and accuracy. Still, most action games add an internal economy to create an integral reward system or to establish a system of power-ups that requires resources.
  • 31. Use an Internal Economy to Influence Progression • The internal economy of a game can also be used to influence progression through a game that involves movement. For example, power-ups and unique weapons can play a special role in an action game’s economy. They can be used to gain access to new locations.
  • 32. Use an Internal Economy to Add Strategic Gameplay • It is surprising how many of the strategic challenges in real- time strategy games are economic in nature. In a typical game of StarCraft, you probably spend more time managing the economy than fighting the battle. • Economies in strategy games usually involve multiple resources and involve many feedback loops and interrelationships. Setting up an economy like that for the first time is challenging, and finding the right balance is even more difficult.
  • 33. Use an Internal Economy to Add Strategic Gameplay • Early in the game, the player is awarded a magical dagger that allows that player to control time. This power can also be used during combat, for example just after the player has taken a big hit. • The game is about using and sometimes sacrificing your material in order to produce as much strategic advantage as possible
  • 34. Use an Internal Economy to Create Large Probability Spaces • These games can also create a more personal experience, because the performance of players and their choices directly affect what parts of the probability space open for exploration.
  • 35. When using an internal economy to customize the gameplay, there are three things you need to watch out for. First, in an online role-playing game, if a particular combination of items and skills is more efficient than others, players will quickly identify and share this information, and the economy will be thrown off-balance.
  • 36. Second, you must be sure that the probability space is large enough that players do not end up exploring it entirely in one play session.
  • 37. Third, you should ideally design your levels in such a way that players can use different strategies to complete them. For example, in Deus Ex, the player can choose to develop a character in different ways.
  • 38. Use an Internal Economy to Create Large Probability Spaces
  • 39. Tips for Economy Construction Games • Games in which the player builds an economy, such as construction and management simulations, tend to have large and complex internal economies. • SimCity is a good example. As players zone areas and build infrastructure, they use these building blocks to craft an economic structure that produces the resources they need to increase it even further. • Building a game like this requires the designer to assemble a toolbox of mechanics that the player can combine in many interesting ways. This is even harder than designing a complete, functional, and balanced economy yourself.
  • 40. Tips for Economy Construction Games Don’t introduce all the player’s building blocks at once. Be aware of the meta- economic structure. Use maps to produce variety and constrain the possibility space
  • 41. Summary • In this chapter, we introduced the essential elements of an internal economy: resources, entities, and some of the mechanics that manipulate them, including sources, drains, converters, and traders. • We examined the concept of economic shapes as seen through graphs and showed how different mechanical structures can produce different shapes. • Negative feedback creates equilibrium, while positive feedback creates an arms race among opponents. Implemented another way, positive feedback can produce a downward spiral, because a player finds it harder and harder to grow his economy. • Feedback systems based on relationships between two players can produce effects that keep games close or tend to cause the player in the lead to stay in the lead.