Economy & Resources

An economy is any system where resources flow - created, spent, exchanged, lost. Most videogames have economies, even if they don't look like money. Understanding economy design is understanding how value moves through your videogame.

Practice - what you do

Resources

A resource is anything the player has, wants, or manages:

Type Examples
Currencies Gold, coins, credits, gems
Consumables Health potions, ammo, food
Durables Weapons, armor, tools
Stats Health, mana, stamina, experience
Time Real time, in-game time, cooldowns
Attention What the player can track and manage
Space Inventory slots, building area
Information Map knowledge, enemy patterns

If the player cares about having more or less of it, it's a resource.

The Four Flows

Resources do four things:

Sources - Where resources come from. Faucets.

  • Enemy drops
  • Mission rewards
  • Time-based generation
  • Purchase/crafting

Sinks - Where resources go. Drains.

  • Spending on items
  • Consumable use
  • Decay/maintenance costs
  • Death penalties

Converters - One resource becomes another.

  • Crafting (materials → items)
  • Training (gold → stats)
  • Trading (one currency → another)

Storage - Where resources wait.

  • Inventory
  • Banks
  • Stockpiles

Healthy economies have balanced flows - sources and sinks in rough equilibrium over time.

Economic Health

Inflation: Too many sources, too few sinks. Resources pile up. Value collapses. Nothing feels precious.

Signs: Players have more gold than they can spend. Shops become irrelevant.

Deflation: Too many sinks, too few sources. Resources are scarce. Progress stalls. Players feel punished.

Signs: Players can never afford anything. Hoarding becomes mandatory.

Dead Currencies: A resource with no meaningful use. Takes up space, adds no decisions.

Signs: You collect something but never spend it. "What is this even for?"

Optimal Path: One strategy dominates. Choice becomes illusion.

Signs: Players always buy the same thing. Other options are "traps."

Designing Economies

Start with Verbs: What do you want players to do? The economy should reward those actions.

Create Decisions: Resources should force interesting choices. "Save or spend?" "This upgrade or that?"

Tie to Progression: Resource flow should track player progress. Early scarcity, late abundance (or vice versa, strategically).

Playtest Relentlessly: Economies are emergent. You won't know the real balance until players optimize.

Soft vs. Hard Currencies

Hard currency: Difficult to get, premium, often monetized. Real-money purchases, rare drops.

Soft currency: Easy to get, common, earned through play. Gold, experience.

In F2P design, the relationship between hard and soft currencies is the business model. Handle with ethical care.

Single-Resource vs. Multi-Resource

Single-resource economies are simpler:

  • One thing to track
  • Clear value
  • Limited depth

Multi-resource economies add complexity:

  • Trade-offs between resources
  • Conversion decisions
  • More possible strategies
  • Harder to balance

More isn't always better. Some videogames thrive on elegant single-resource economies (Into the Breach: just managing unit positioning).

Closed vs. Open Economies

Closed: Fixed resource pool. What exists is what exists. Zero-sum.

Example: Chess - pieces don't regenerate.

Open: Resources generated over time. Not zero-sum.

Example: Most RPGs - gold keeps dropping.

Multiplayer consideration: Open economies in multiplayer create inflation over server lifetime. Closed economies create scarcity competition.

Videogames to Study

  • Universal Paperclips - Economy as the entire game. Watch resources transform and compound.
  • Animal Crossing - Soft economy with real-time gates. Turnip market as emergent trading system.
  • The Sims - Multi-resource economy (money, needs, relationships, time). Competing sinks.
  • Eve Online - Player-driven economy at massive scale. Real inflation, real market crashes.

Exercise: Economy Mapping

Map the economy of any videogame:

  • What are the resources?
  • What are the sources for each?
  • What are the sinks?
  • What are the converters?
  • Are flows balanced?

Diagram it. Then play more and see if your map was accurate.


Related

Glossary Terms