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Questions about in-game economy.

0
votes
0answers
30 views

social slot game design [closed]

looking for resources (specifically books) about designing social slot economy. less care about how to create the actual slot math models but more about the economy around it and progression in ...
108
votes
25answers
26k 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 ...
1
vote
1answer
61 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 ...
0
votes
0answers
58 views

How do I design XP (trophy) rewards for a progressive league system?

I'm working on a feature for a multiplayer game where players are grouped into shards of 50 and compete for higher ranks. Each match lasts around 3 hours. The higher the rank the more trophies or XP ...
10
votes
1answer
454 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. ...
2
votes
4answers
244 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 ...
1
vote
2answers
152 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 ...
4
votes
3answers
199 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 ...
1
vote
1answer
325 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 ...
27
votes
4answers
5k 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 ...
6
votes
4answers
349 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 ...
0
votes
1answer
109 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 ...
0
votes
0answers
46 views

Why aren't there more MMOs with two-way financial transactions [duplicate]

This weekend I finally caught up to Neal Stephenson's 'REAMDE'. Like 'FTW' by Cory Doctorow, it centers around an MMO that allows players to withdraw real-world money by comverting in-game currency. ...
1
vote
2answers
500 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 ...
37
votes
7answers
9k 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—...
4
votes
2answers
137 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 ...
11
votes
4answers
1k 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 ...
4
votes
5answers
439 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 ...
4
votes
1answer
987 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/...
7
votes
3answers
354 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. ...
12
votes
6answers
7k 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). ...
9
votes
4answers
2k 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 ...
96
votes
12answers
13k 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 ...
6
votes
2answers
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 ...
5
votes
1answer
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?
5
votes
4answers
759 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 ...
2
votes
1answer
239 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 ...
17
votes
2answers
3k 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 ...
4
votes
3answers
267 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 ...
12
votes
4answers
5k 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 ...
6
votes
1answer
517 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 ...
19
votes
3answers
6k 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 ...
6
votes
1answer
389 views

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

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 ...
179
votes
34answers
27k 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 ...