Questions tagged [economy]

Questions about in-game economy.

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What defines an item price in an open world survival game?

Imagine a game like S.T.A.L.K.E.R. -- there are different items that you collect, sell, and buy. Most of them are infinitely renewable via spawning wandering NPCs or via static traders. Defining ...
Nakilon's user avatar
  • 119
15 votes
4 answers
8k views

AI for auction bids in the Monopoly game

I'm currently creating a Monopoly game simulator in C++. I am currently struggling with implementing the auction mechanic for AI players. How could I implement the bots' participation in auctions? How ...
Leszek's user avatar
  • 153
4 votes
3 answers
454 views

What are good ways to keep the player spending in a single-player RPG?

I'm designing a game where I want the player to take the in-game money into consideration as opposed to majority where they just get rich pretty much all the time with nothing meaningful to spend it ...
user9564371's user avatar
0 votes
1 answer
132 views

Are two non-exchangable currencies possible in an MMO?

Imagine an Adventure Coin and a Merchant Coin. Adventure coins can be spent on training and equipment, at in-game shops, but cannot be transferred between players. Merchant coins can be transferred ...
fadedbee's user avatar
  • 111
2 votes
1 answer
326 views

Determining the price of a trade good depending on supply and demand of a marketplace

I've been meaning to add a market/trading system in my space-themed game where a player can buy from one station and sell it to another for profit, etc. (Examples would be Starsector, Elite: Dangerous,...
Flore's user avatar
  • 21
2 votes
1 answer
218 views

How can I find a good fixed ratio between buying and selling prices for the player in an in-game market?

I'm developing a single player game containing gathering and crafting where I'm still struggling to find base values for the prices of gathered resources and crafted items. (But this is part of ...
Mischa Magyar's user avatar
2 votes
0 answers
76 views

Is there a mathematical model for balancing economies

This is relating to a server for a game I'm setting up (the game isn't mine, but I have the ability to change all prices - buy and sell - on the server). I could arbitrarily pick prices for all items ...
user6916458's user avatar
1 vote
6 answers
568 views

How to deal with players having too much money (or any large numbers)?

I'm working on a browser MMORPG in PHP and MySQL and today got a bug report about int32 overflow, due to the player having too much money. When I was designing the core system, I completely forgot ...
matronator's user avatar
0 votes
1 answer
209 views

Calculating price increases in a virtual economy

I'm trying to design a method to have price increase depending on the number of items bought from shops in my game. I'm fairly new to coding and I am struggling to figure out how to program the ...
Chris's user avatar
  • 1
3 votes
0 answers
156 views

Welcoming new players to an MMO game with veteran players who have amassed lots of wealth

One of the main problems in the game Knight Online has been that the servers that have been open for a long time have users with a lot of items. If I want to join as a new player, it is not logical ...
Our's user avatar
  • 131
7 votes
1 answer
264 views

How to prevent crafting costs and selling prices to converge in economies?

There is a pattern in player driven economies, where the production (or crafting) costs and the selling prices of items converge to a point where the profit margin becomes minuscule or even negative. ...
Battle's user avatar
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3 votes
2 answers
271 views

Can letting players take resources from others prevent inflation despite the lack of money sinks?

For a long time I've been idly thinking about a competitive game with strong collection elements with such a rule that players will win or lose resources at the expense of each other during each match....
gaazkam's user avatar
  • 937
5 votes
4 answers
1k views

If a MMORPG does not have a limit on the number of players, will all players eventually focus on the same server?

Consider a WOW-like MMORPG game. The only difference between it and WOW is that there is no limit on the number of players (Suppose that there is no limit on hardware performance and network bandwidth)...
chansey's user avatar
  • 159
1 vote
0 answers
56 views

Designing a profit maximization model - multi-level game

I am looking for some help in designing a multi-level game for a network simulator I am building. In this network, actors have a choice to set up a number of units and to fill their units with money. ...
Evelyn Hytopoulos's user avatar
0 votes
0 answers
112 views

How to manage virtual currency transactions

I am developing a game that needs a transaction management system. Once player finish a task, he or she would gain some amount of credits (virtual money). When Player_A buys some virtual things from ...
shi95's user avatar
  • 101
117 votes
28 answers
29k views

How to deal with "Scrooge McDucks" in my fixed-currency-amount game?

I'm currently working on a very small scale MMO game planned to support approximately hundred players per server, but we're having trouble with our economical model. For various reasons we have ...
Charanor's user avatar
  • 7,840
1 vote
1 answer
145 views

Is it feasible to create a blockchain to use as a market place game mechanic without extreme inflation?

After watching a fascinating video about block chains, the narrator brought up the idea of using block chains in video games. The example he used was in an MMO type of situation where the player used ...
Dtb49's user avatar
  • 243
10 votes
1 answer
1k views

balancing a building game

I'm working on a building game (the usual, build house X to produce resource A, which then lets you build house Y...) and I am now in the stage of balancing the various resource needs and productions. ...
Tom's user avatar
  • 1,284
2 votes
4 answers
329 views

Making sure my users don't fake that they've completed a task I can not verify electronically?

I hope this is worded alright, I didn't know how else to describe it. I'm developing a game that has the user set their own "missions" that take place in real life. A simple example would be "Smile at ...
sinio's user avatar
  • 121
1 vote
2 answers
198 views

Long distance walking and fast travel

I'm developing a sort of ’social mmmo’ where people build an avatar and chat with people around them, carryout tasks together, and play team games. At the moment I have a product I want to release to ...
Terry's user avatar
  • 129
4 votes
3 answers
243 views

Finding the Balance - Income vs Expenditure

I'm working on a game idea that uses an in-game currency, and basic business (income/outcome). Basically, a certain type of building will generate 'income' per seconds until it hits a certain ...
Oliver Jones's user avatar
1 vote
1 answer
385 views

Segmenting an MMO market

I've been considering a segmented market for an MMO: There is a different market for each in-game level (Level 1 players can only buy/sell items from the Level 1 market) If a player levels up with ...
Nathan Merrill's user avatar
26 votes
4 answers
6k views

Can inflation exist in a fixed price Mmorpg world?

Assumptions: Crafting materials are infinite. Limit is player boredom. Players can only trade through the auction house. All prices are fixed. Players cannot decide arbitrary prices. Goods in auction ...
user2186597's user avatar
9 votes
4 answers
3k views

Designing a trade / market system

I'm working on an idea for a trading game. Players would be traders buying in place A and selling in place B, hopefully for a profit. I want prices to be dynamic, based on demand and supply. So if ...
Tom's user avatar
  • 1,284
0 votes
1 answer
177 views

Better streaming economy algorithm?

Does anyone here have experience making games with streaming economies? I am working on a game and am looking for a better way to handle the economy. I feel like there must be a better algorithm than ...
Zell Faze's user avatar
  • 103
1 vote
2 answers
709 views

Internal Game Economy

I need to set up a monetary system for my game however I am unsure how to craft an internal economy for that money. I want to make an rpg with a economy system that keeps the player for a time from ...
James's user avatar
  • 71
37 votes
7 answers
11k views

What makes MMOs with real-money economies legal?

I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of reasons—...
Ross Taylor-Turner's user avatar
4 votes
2 answers
198 views

balance productions and consumes

I am looking into whether there is a way to balance the production and consumption of resources in a game over time, with the aim to allow both production and consumption to increase as various ...
Pier Giorgio Misley's user avatar
11 votes
4 answers
2k views

What's the economical design difference for a global auction house or seperate auction traders?

I'm playing The Elder Scrolls: Tamriel Unlimited and there we have local auction houses. (Thy don't have auctions, but I keep the term to not get confused in the following text.) I can see the ...
Trollwut's user avatar
  • 211
5 votes
5 answers
861 views

When do you have inflation and when deflation in a virtual economy

In a virtual economy, you can calculate all the income and all the costs (money that sinks) from every user in the game. You can calculate the percentage of the new money on the system or the money ...
Tasos's user avatar
  • 571
4 votes
1 answer
1k views

How do I fairly distribute new powerful cards to players in a collectible card game?

I'm writing a game in which users start with a few cards. They use those cards to play against other players. The winner can steal a card from the other player. The aim is to get more/different/rare/...
Michael Baldry's user avatar
7 votes
3 answers
449 views

Should an NPC shop provide a unique or shared inventory for each player?

I am working on a browser-based text game. I have implemented NPC shops where the players can buy items in exchange for coins. Currently, the inventory of the NPC shop is shared among all players. ...
Tyler's user avatar
  • 71
14 votes
6 answers
11k views

Why should I forbid real-money trading in my MMO?

I am soon going to go public with an MMO game, and I am currently in the progress of writing the terms of use I expect players to follow (no swearing, no spamming, no cheating... you get the point). ...
Philipp's user avatar
  • 119k
10 votes
4 answers
3k views

Interstellar Economic Simulation

I'm designing a game reminiscent of Elite or Escape Velocity, those old space trading games, where you play a traveling merchant in space. I'd like to have the game's economy at least resemble a real ...
Schilcote's user avatar
  • 296
96 votes
12 answers
15k views

What data-type should I use for in-game currency?

In a simple business simulation game (built in Java + Slick2D), should a player's current amount of money be stored as a float or an ...
Lucas Tulio's user avatar
  • 1,317
6 votes
2 answers
1k views

Virtual Economy Setup - Virtual currencies advice

I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently ...
Sarah Simpson's user avatar
5 votes
1 answer
1k views

In-App Billing Library for Android Game

I'm trying to add in-app purchases into my Android game and it having some trouble figuring my around the Google Play Billing. Can anyone refer me to a good open source reference for how to do that?
Sarah Simpson's user avatar
4 votes
4 answers
850 views

Saving virtual goods balance in Android Game

I'm looking for a good way to store virtual goods and virtual currency balance in an Android game. Since these are "consumable" or "unmanaged" goods the balance is not backed up by Google and so there ...
Yaniv Nizan's user avatar
2 votes
1 answer
255 views

Making large scale changes to an economy in a social game

Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old ...
Zach's user avatar
  • 21
17 votes
2 answers
4k views

Books for designing virtual economy [closed]

I am wondering if there are any books on designing virtual economies. I have encountered some books which have a few lines or paragraphs written about virtual economies, but they mainly highlight ...
Noob Game Developer's user avatar
4 votes
3 answers
296 views

Will making players pay a virtual currency before entering a match discourage them from playing?

I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That ...
jcora's user avatar
  • 7,877
12 votes
4 answers
7k views

Dual Currency vs. One Currency in social games economics and monetization

Not a programming question but game development related. I am creating an iPhone online game which I wish to be free-to-play where in-app purchase is used for monetization. The important point is to ...
Jamornh's user avatar
  • 786
6 votes
1 answer
632 views

How do I calculate market share in an economic simulation?

I want to make a game in which the players create different products (supply), and I give them a certain finite number of customers (demand). Players can choose the price and quality of their products ...
NLemay's user avatar
  • 61
21 votes
3 answers
9k views

Guidance for building a proper in game economy

I'm seriously thinking of building a space opera game which would share some of Machiavelli The Prince aspects regarding commerce: each player will be able to extract/build/buy/sell/donate a wide ...
space borg's user avatar
6 votes
1 answer
444 views

What economic books would you suggest for learning about economic valuation of goods and simulations thereof? [closed]

I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned ...
Rushyo's user avatar
  • 1,103
192 votes
35 answers
37k views

How do you prevent inflation in a virtual economy?

With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there ...