Windwalker Economy Pt. 2

Introduction

As I dive even deeper into game economy design, I try to remind myself what the problem I try to solve for. For the past few days, I’ve been attempting to put a value on resources and actions in the game. Actions can be related to encounters, or player choice within these encounters. Different actions have different economic impact, and I’m trying to document these things. What I often find myself forgetting is how these changes I make will affect player engagement and retention, which is a big part of what a game economy designer does.

The loot table sheet as it stands today
The loot table sheet as it stands today

Defining the Adjustable “Levers”

Some of them have double asterisks on them because I’m not quite sure if those values are accurate, as it is hard to gage without much testing. Most of these values dynamically scale.

Visualizing difference for player lvl 25
Visualizing difference for player lvl 25

What’s Next?

Tune these things and cross validate with how other games manage their economies to figure out the price point of these chests. Also keep in mind how the rewards might be tweaked to help player engagement/retention. Maybe adjust gold rewards to give less gold more often?

Thanks for reading!