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design-game-economy-design

design-game-economy-design

github.com/fcsouzaCreative & media2480 installsUpdated 1w ago
Repository

About design-game-economy-design

Game Economy Design is a skill for planning currencies, rewards, spending systems, and monetization in games. It guides designers through mapping income and spending, spreadsheet simulation, reward balancing, and economy health metrics across genres.

Key features

  1. 01Define currencies and reset behavior
  2. 02Map currency sources and spending sinks
  3. 03Simulate income and spending over time
  4. 04Balance weighted rewards and pity systems
  5. 05Track economy health metrics

Use cases

  1. 01Plan a game's currency system
  2. 02Check an economy for inflation or deflation
  3. 03Balance rewards and item prices
  4. 04Design monetization around premium currency

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/fcsouza/agent-skills --skill design-game-economy-design

After installing, type/design-game-economy-designin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

boilerplate/
economy-simulator.ts
templates/
economy-config.md
loot-table.ts

Details

From the project README

Game Economy Design

Purpose

Virtual currencies, sinks/faucets, inflation control, reward balancing, and monetization integration. Genre-agnostic — applies to any game with resources, currencies, or tradeable items.

When to Use

Trigger: game economy, virtual currency, sinks and faucets, inflation, reward balance, loot tables, crafting economy, marketplace, monetization, pricing, premium currency, gold sinks, resource balance

Prerequisites

  • game-design-fundamentals — core loop understanding
  • postgres-game-schema — currency and item data models

Core Principles

Sid Meier: "A game is a series of interesting decisions" — economy makes decisions meaningful. Richard Garfield: "Elegant systems create depth from simple rules." Raph Koster: "Players will optimize the fun out of your game" — design economies that stay fun when optimized. Will Wright: "Simulation systems generate emergent behavior" — economies should emerge, not be scripted.

  1. Every faucet needs a sink — if players earn currency, they must spend it; otherwise inflation destroys the economy
  2. Two-currency model — soft currency (earned in-game, plentiful) + hard currency (premium, scarce, optional) keeps free players engaged while monetizing
  3. Exponential costs, linear income — the natural idle game pattern; cost scaling must outpace earning to maintain engagement
  4. Price anchoring — establish what things "should" cost early; players will judge all future prices against the first items they buy
  5. Never sell power directly — sell time, cosmetics, convenience; pay-to-win destroys retention (Sid Meier principle)
  6. Closed-loop economy — track total currency in circulation; if it grows unbounded, you have a leak
  7. Test with spreadsheets first — simulate 100 hours of play before coding; if the spreadsheet breaks, the game will too

Step-by-Step Instructions

1. Define Currencies

List every currency: name, how earned, how spent, persistence on reset.

2. Map Faucets (Income Sources)

Every way players earn currency: combat rewards, quest rewards, daily login, achievements, trading.

3. Map Sinks (Spending Destinations)

Every way players spend: upgrades, crafting, shop, repairs, fees, taxes, cosmetics.

4. Balance the Spreadsheet

Create a spreadsheet simulating player income vs. spending over time. Target: net currency growth should be slow or zero at every stage.

5. Define Reward Tables

Use weighted random for drops, with pity system for rare items. Cross-reference quest-mission-design for quest rewards.

6. Integrate Monetization

Map premium currency to Stripe products via stripe-game-payments. Ensure premium currency can't break game balance.

Economy Health Metrics

MetricHealthy RangeWarning Sign
Daily currency earned / spent ratio0.8-1.2> 1.5 (inflation) or < 0.5 (deflation)
Median player currency held2-5x average purchase cost> 20x (nothing to buy)
Premium conversion rate2-5% of active players< 1% (too expensive) or > 15% (too aggressive)
Time to first meaningful purchase5-15 minutes> 30 min (slow start)

Cross-References

  • postgres-game-schema — currency and item table schemas
  • stripe-game-payments — premium currency and IAP integration
  • quest-mission-design — quest reward balancing
  • game-design-fundamentals — core loop reward schedules
  • redis-game-patterns — leaderboard caching for economy rankings

Pitfalls & Anti-Patterns

  • "Hyperinflation" — unlimited faucets with no sinks; currency becomes worthless
  • "Pay-to-win" — selling direct gameplay advantages; kills free player retention
  • "Currency confusion" — too many currency types; players can't understand what to spend
  • "Dead economy" — nothing interesting to buy; currency accumulates uselessly
  • "Exploitable loops" — crafting or trading loops that generate infinite value
  • "Early abundance" — giving too much currency early; players expect it forever

Designer Philosophy

Sid Meier: The economy exists to make decisions interesting. If every choice has an obvious best option, the economy has failed. Players should regularly face "do I buy upgrade A or save for upgrade B?" dilemmas.

Richard Garfield (Magic: The Gathering): The best economies emerge from simple, elegant rules. A few well-designed resource types with clear trade-offs create more depth than a dozen currencies that nobody understands.

Raph Koster: Players will find the optimal farming strategy and grind it. Design your economy so that even the optimal path is fun, and the sub-optimal paths are still viable.

Sources

  • "Designing Virtual Economies" — GDC 2017
  • "Free-to-Play Game Economies" — GDC 2019
  • "Theory of Fun" — Raph Koster
  • "The Art of Game Design" — Jesse Schell, Chapter on Game Mechanics
  • Stripe gaming best practices documentation

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