Buch, Englisch, 368 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 453 g
Game Economy Design
Buch, Englisch, 368 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 453 g
ISBN: 978-1-032-97160-5
Verlag: Taylor & Francis Ltd
Playing with Balance: Game Economy Design is your guide to understanding why games are unlike any other medium: they are built on verbs, not nouns. Players don’t just watch or read—they do. Every choice, action, and interaction forms part of a living system designed to engage, challenge, and reward.
Great game economies are about far more than numbers or virtual currencies. They are intricately designed systems that blend anticipation, frustration, fear of missing out, and the relief of success. Through systems thinking, we can create experiences that keep players coming back—not through manipulation, but by balancing curiosity, challenge, frustration and satisfaction across days, weeks, and months of play.
Oscar introduces the three loops of engagement - Core, Context, and Culture - showing how they build authentically on intrinsic player motivations to create value loops that feel desirable, meaningful, and fair. These foundations provide a framework for designing progression, difficulty, and rewards that truly resonate with different kinds of players. You’ll discover why ethical design isn’t just the right thing to do, but a commercial necessity—and why short-term exploitative tactics inevitably undermine long-term loyalty and success.
Drawing on deep industry experience and insights from leading designers, this book combines diverse perspectives with practical tools to help you calculate value, balance economies, and adapt from launch through LiveOps.
Whether you’re building a small indie project or running a massive live game, Playing with Balance: Game Economy Design gives you the tools to craft mechanics that feel alive.
Zielgruppe
Professional Practice & Development and Professional Reference
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
1. INTRODUCTION, 2. DEFINING AN ECONOMY, 3. DEFINING A GAME ECONOMY, 4. WHY DO WE PLAY? (AND PAY?), 5. WHAT IS A GAME ANYWAY?, 6. THE THREE LOOPS, 7. UNDERSTANDING UTILITY, 8. FUNCTIONS OF EXCHANGE, 9. SINKS AND SOURCES, 10. BALANCE, 11. VALIDATING YOUR GAME, 12. EVOLVING ECONOMIES, 13. SUSTAINABILITY AND ETHICAL DESIGN, 14. GAME DESIGN PRINCIPLES IN OTHER INDUSTRIES, 15. CONCLUSIONS