A game’s economy is made up of the flow of resources through and within it, as well as the systems that facilitate that movement. A game economy exists from the point at which players acquire a currency (the ‘resource tap’) to where that currency is spent. The frequency and speed of movement are key factors when considering a game’s economy in its entirety.

For complex free-to-play titles building and maintaining an intricate economy is key to building a profitable game: Too much of some resources will decrease monetisation appetite, whereas too little will make the game too hard, or fail to show players the utility of a resource.

Economies of this kind can be wildly complex and ornate, so various modelling techniques can be utilised, harnessing approaches and methods such as player behaviour heuristics and Monte Carlo simulations. Additionally, several KPI’s should be used to monitor a live game’s economy, such as a players’ resource float (e.g. gems owned), resource taps (e.g. gems awarded per day of play) and resource sinks (e.g. gems spent per day).

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