mrhands

Sexy game(s) maker

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I do UI programming for AAA games and I have opinions about adult games


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futurejake
@futurejake
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mrhands
@mrhands

As many people commentators have already pointed out, there isn't really an industry-accepted term for this phenomenon in game design. That's because the academics who study game design (ludologists) and those who practice game design for money (game designers) tend not to read each other's works. Luckily, there's always the field of economics to bail us out.

A few months before launch, The Witcher 3 had an interesting problem: It didn't have an economy. As described in this wonderful article from ArsTechnica, senior gameplay designer Matthew Steinke fixed this by first making a broad-strokes diagram to sketch out the relationships between items in a player's inventory, merchants, and loot containers. Then he used a form of statistical analysis called polynomial regression to set prices for items in the entire game. This algorithm worked so well that the team could remove hard-coded tables for item pricing and instead predictively generate new items on the fly based on his formulas. If you can make the time, I think it's very much worth your while to watch his GDC talk in its entirety on YouTube.

So that's a partial answer to the question, right? Scarcity is something that game designers must take into account when designing a game's economy. But because game designers are (usually) not trained economists, they tend to fuck it up in some way. In an imbalanced game economy at the mid-point, money either becomes worthless (inflation), or players are frustrated because they still cannot attain the best items (deflation). Preventing either situation is really, really difficult! Even when game companies do hire economists for their hat-based economies (who later become the Minister of Finance of Greece), that doesn't guarantee good results either.

If you want to learn more about this topic, the book Virtual Economies: Design and Analysis appears to get good reviews. (I haven't read it.)


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in reply to @futurejake's post:

I don't know if I have a term I've seen before on this, but I would think of this as a kind of inflection point?

If you're thinking about kind of... (and: apologies for the terminology here) supply and demand of a particular resource in the game, and maybe even an abstract graph of the ratio between them, it sounds like you're kind of describing the point where supply starts to exceed demand.

I don't know if there's a name for it. As you pointed out, people play games at different places, some people like grinding, some people like exploring every optional path. I think it's pretty easy to tune the numbers and design it for one type of player, but it would be very difficult to design it for every type of player.
It's definitely not necessarily inevitable, but I think many game designers end up choosing to set the balance so that someone who just guns straight for the end of the game without stopping for sidequests or grinding will be reasonably challenged without running into a hard wall. It just minimizes the number of people who'll quit the game out of frustration, you know?
I think an excellent example of an absence (or at least much lower prominence) of this tipping point is pokémon nuzlockes, the resource in question being "viable living pokémon you have on your team". They're kind of unique in that anyone playing one is voluntarily setting the difficulty level of the game (normally much easier) to one that's satisfying to them. I think a game designed that way from the start would have a much harder time getting traction and being successful.
Maybe if there's a limited amount of currency in the world, and it isn't enough to ever buy everything?
Of course, more difficulty options seems to be a pretty straightforward answer to this as well.

I don't know about what it's called but it's not inevitable. Usually it's a thing when the game just kind of runs out of things to charge you for, intentionally and otherwise. You can extend the period before that point by introducing more expenses - the example given notes that Hollow Knight added some expensive things in a DLC, likely to make money mean anything later in the game.

You can design roughly when it happens by increasing rewards at a certain point and not introducing more things (or things at a higher rate) to spend money on. More income with the same expenses means you'll outpace needing to scrounge to buy anything.

I think in some games, this tipping point exists as part of a way to give the player the feeling they are becoming increasingly powerful and capable.

In the same way that being level 50 and oneshotting the enemies that killed you when you were level 5 makes you feel strong, having 5 000 000 gold and buying out all the high level gear, when in the beginning of the game you could barely afford potions, can make you feel really rich.

I think it's also just a thing that happens if you let the player acquire an infinite resource like money and use it to pay for a finite resource like equipment. No matter how hard it is to get the infinite resource at first, eventually you'll have more of the former than you need for the latter. (It's interesting to contrast this with finite collectibles, where it tends to be easy to collect them and get rewards at first, but the more of them you have, the harder it is to find the rest.)

Whether or not the general phenomenon of "too much money" is a good thing or not, I think really depends on the context of the game, as well as of the player's personal preferences.

Like in idle/clicker games they want to give you the experience of "hehe number big" so they want your ability to get resources to increase exponentially, but they also want to give you even bigger numbers to aim for because there's no reason to play otherwise. When there is no scarcity left the game is essentially over.

One the other hand, in something like an open-world exploration game, "being able to buy anything you want" may actually open up parts of the world you couldn't explore thoroughly before, because you have the resources to get through those places with ease. This can be a big positive for me. Scarcity can be a really fun thing, but by the time I've beaten a game's main story and played it for like 100 hours, I don't tend to want to be scrounging for resources anymore, I'm more looking just to run around the world and find the little secrets I didn't notice before without fear of dying or running out of something important.

In general I tend to run into this tipping point less often than most people because I'm not really into grinding for resources and I also don't tend to be interested in "optimal" play which would reduce the resources I would need to get through the game. I do tend to do some side content, but like, if the side mission says "get 100 of this item" I'm gonna come back to it 20 hours later when I happen to have collected 100 of that item from normal gameplay. I'm not gonna go out of my way to get 100 of that item now and then have more of that item than I need for the rest of the game.

In fact, when games provide ultra expensive things for late-game players, whether in the base game or through DLC, this can be a detriment for me. Like, I'm already satisfied with what I've done in the game, and you're telling me to go back and grind more to get that one last thing? That isn't fun for me. (I'm glad some people enjoy this but... really not my thing.)

Because of this sort of thing I think you can design where the tipping point is to an extent but only if you're willing to accept that your design will only work for certain players. I've definitely noticed that the only games I tend to have way more stuff than I need in are ones where young children are a large part of the audience, since on average they need to buy/make more things to survive, and they are also not as good at/not as interested in acquiring money/resources.

in reply to @mrhands's post: