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smileynetsmileynet/game-spice/skills/economy-design/SKILL.md

economy-design

Skill0 starsChanged 9 months agoMITView on GitHub

Game economy and resource balance planning. Use when designing resource systems, currencies, loot tables, progression curves, reward structures, or planning how players earn and spend in a game. Covers taps and sinks, economy flow mapping, reward planning, balance frameworks, genre economy patterns.

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SKILL.md

Game Economy & Balance Planning

Plan resource systems that create meaningful choices. Start simple, add complexity only when needed.

Quick Reference

Economy Complexity Decision

ComplexityWhat It IsBest ForMLP Viable?
NoneNo persistent resourcesPuzzle, rhythm, pure actionYes
Single resourceOne currency (coins, XP, energy)Platformer, casual, arcadeYes
Dual currencySoft + hard currency, or resource + currencyRPG-lite, tower defense, roguelikeYes (start with one)
Full economyMultiple interconnected resourcesSim, strategy, MMO, survivalNo — scope to single resource for MLP

Decision rule: Start one level simpler than you think you need. Add complexity after playtesting proves the simple version lacks interesting choices.

MLP Economy Checklist

  • At least one resource the player earns (tap exists)
  • At least one meaningful way to spend it (sink exists)
  • Spending involves a real choice (not obvious best option)
  • Resource is visible and understandable to the player
  • Economy supports ≥10 minutes of play without breaking (no infinite loops, no dead ends)

Taps & Sinks Core

If...Then...Fix
Taps > SinksInflation — resources lose meaningAdd sinks (repair costs, consumables, upgrades)
Sinks > TapsDeflation — players feel starvedAdd taps or reduce sink costs
Taps = SinksEquilibrium — but can feel flatAdd variance (jackpots, costly upgrades)

MLP rule: One tap, one sink, one resource. Prove the decision is interesting before adding more.

Deep Dives

  • (see economy-design/frameworks.md for Taps & Sinks detail, Economy Flow Mapping, Progression Curves, Loot & Reward Planning)
  • (see economy-design/balance.md for Balance Heuristics, Design-Phase Validation, Economy Anti-Patterns)
  • (see economy-design/genre-patterns.md for Roguelike, Idle, Tower Defense, RPG, Survival patterns + Dual→Full Economy Scaling)

See Also

  • design-frameworks — Feedback loops, systems thinking, and progression system types (see design-frameworks → Core Loop Design)
  • scoping — Cutting heuristics for economy features (see scoping → MLP Scoping Process)
  • playtesting — Validate economy decisions with real players (see playtesting)
  • antipatterns — Economy-related planning mistakes (see antipatterns)
  • scenario-walkthrough — Narrate how the economy feels during play (see scenario-walkthrough → The 5-Beat Structure)
  • difficulty-design — Economy difficulty curves and resource scarcity as challenge (see difficulty-design → Challenge Types)
  • content-planning — Content as economy scope and production cost (see content-planning)
  • mechanics-palette — Collection & resource mechanics that feed economy systems (see mechanics-palette)

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