It's About Time: System Design for Mobile Free-to-Play

GDC
8 Jul 202026:05

Summary

TLDREvan Losey, líder de diseño de juegos en Skokie, comparte su enfoque en el diseño de sistemas para juegos móviles gratuitos. Explica cómo equilibrar economías y características del juego, utilizando ejemplos de batallas y sistemas de construcción de ciudades. Aborda la importancia de la escala, la sensación de progreso y la monetización a través de la venta de tiempo. Evan subraya la necesidad de iteración y ajuste para lograr un equilibrio que sea tanto emocionante como sostenible para los jugadores.

Takeaways

  • 🕹️ El diseño de sistemas es esencial en juegos gratuitos y esencial para la interacción de todas las reglas del juego.
  • 🎯 Los números en un juego deben tener un propósito, ya sea estético o arbitrario, y su interacción define la experiencia del jugador.
  • 🔄 La balanza en los juegos no se logra con una lista larga de características; depende de decisiones pequeñas que pueden hacer que los jugadores se queden o se vayan.
  • 💡 Los diseñadores pueden comenzar con números arbitrarios, pero es crucial iterar y ajustar para encontrar la equilibrio adecuado que mantenga a los jugadores interesados.
  • 📊 Para juegos de construcción de ciudades, es importante modelar los costos y las capacidades a medida que el jugador avanza, utilizando un enfoque basado en el tiempo y en la escala.
  • 🕰 El tiempo es un recurso valioso en juegos gratuitos, y la monetización efectiva a menudo se centra en la venta de tiempo adicional.
  • 💰 La moneda en juegos gratuitos puede ser usada para mejorar o personalizar el juego, y es crucial equilibrar su valor y disponibilidad.
  • 🛠️ Los diseñadores pueden utilizar hojas de cálculo para modelar y simular la economía del juego, lo que ayuda a predecir y ajustar la experiencia del jugador.
  • 🔢 Los valores en un juego no deben ser solo atractivos, sino también fáciles de entender y conceptualizar para los jugadores, lo que facilita la adopción y la satisfacción.
  • 🔄 La iteración es un componente clave en el diseño de sistemas; una vez establecidos los puntos de partida, el ajuste continuo es necesario para alcanzar la mejor experiencia de juego.

Q & A

  • ¿Qué es el diseño de sistemas según Evan Losey?

    -El diseño de sistemas es cómo todas las reglas del juego interactúan. Cada número en el juego debe tener una razón, incluso si esa razón es estética o arbitraria, y la forma en que estos números interactúan es donde realmente vive la experiencia del jugador.

  • ¿Por qué es importante el equilibrio en los juegos de juego libre?

    -El equilibrio es crucial porque las decisiones pequeñas pueden hacer que los jugadores dejen el juego. Por ejemplo, si los enemigos requieren un golpe más o un nivel más de grinding, puede ser el momento en que los jugadores abandonen el juego.

  • ¿Cómo comienza Evan al diseñar un sistema en un juego?

    -Evan comienza eligiendo los números más importantes y visibles para los jugadores y trata de hacer que se vean y se sientan bien. Luego se pone en el lugar del jugador y pregunta qué se siente al actualizar su espada y obtener un aumento de ataque.

  • ¿Qué es la 'primera secreto' del diseño de sistemas según Evan?

    -La primera 'secreto' es que es perfectamente aceptable que cada sistema comience en algún lugar, y no puedes ajustar algo que aún no existe.

  • ¿Cómo aborda Evan el problema de la escala en el diseño de sistemas?

    -Evan aborda la escala considerando cuán valioso debería ser el nivel máximo de algo en su juego en comparación con el primer nivel. Esto puede variar según el tipo de juego, ya sea competitivo o un RPG.

  • ¿Qué recursos utiliza Evan para diseñar un modelo de progresión en su juego?

    -Evan utiliza un modelo que incluye el nivel de jugador, la escala de tiempo para este nivel, la distribución de progresión por nivel de jugador y la creación de escalas numéricas para cada bucle en el juego.

  • ¿Cómo determina Evan cuánto debería costar subir un nivel en su modelo de progresión?

    -Evan determina el costo por nivel conociendo cuánto le gustaría que cueste a los jugadores subir de nivel y cuántos días le toma alcanzar ese nivel de poder.

  • ¿Qué estrategia utiliza Evan para asegurarse de que los jugadores obtengan lo suficiente cada día en su juego?

    -Evan asegura que los jugadores obtengan lo suficiente cada día conociendo las acciones por día y cuánto cada acción debería pagar. Añade variantes para hacer el juego más emocionante.

  • ¿Cómo aborda Evan la monetización en juegos de libre-to-play?

    -Evan aborda la monetización vendiendo tiempo, ofreciendo paquetes diarios y la opción de comprar más para que sucedan con mayor frecuencia. Él defiende la transparencia con los jugadores sobre el valor que obtienen por su dinero.

  • ¿Qué consejo da Evan sobre la creación de un sistema de economía en juegos?

    -Evan aconseja crear una escala que se vea bien y tenga sentido, definir cuánto tiempo debería llevar alcanzar cada punto y manejar las compensaciones diarias. También sugiere que la iteración es muy importante para llegar a un sistema equilibrado.

Outlines

00:00

🎮 Diseño de sistemas en juegos móviles gratuitos

Evan Losey, diseñador de juegos principal en Skokie, comparte su experiencia en diseño de sistemas para juegos móviles gratuitos. Comenzó trabajando en diseño de características y contenido para 'Taps ooh', un juego de construcción de ciudades y zoos. Posteriormente, para expandir la economía del juego, tuvo que especializarse en diseño de sistemas. Evan destaca la importancia de que cada número en el juego tenga un propósito y cómo estos números interactúan para definir la experiencia del jugador. Explica que los juegos gratuitos pueden parecer llenos de números arbitrarios, pero es perfectamente aceptable comenzar con un punto de partida y ajustar a partir de ahí. Sugiere enfocarse en los números más importantes y visibles para los jugadores y hacer que parezcan y se sientan bien, recordando que la experiencia del jugador es fundamental para el éxito del juego.

05:01

🕒 Diseño de sistemas y el papel del tiempo

El tiempo es el recurso que todos los jugadores poseen, y es crucial al diseñar sistemas en juegos. Desde los minutos transcurridos en batallas hasta los días para adquirir objetos, todo se relaciona con el tiempo. Evan enfatiza la importancia de respetar este recurso y balancear el juego en torno a él, ya que la dificultad y el ritmo son clave. A través de la playtesting, se puede ajustar correctamente. Además, discute la monetización en juegos gratuitos, sugiriendo que las mejores estrategias suelen vender tiempo, como paquetes diarios de recompensas. Aboga por comunicar claramente al jugador el valor que obtiene por su inversión, lo cual puede ser efectivo para la retención y satisfacción del jugador.

10:03

📈 Creando una escala de progresión y equilibrio

Evan describe cómo establecer un punto de partida para el nivel del jugador y el tiempo que le toma alcanzar cada nivel. Explica que se debe considerar la duración de cada elemento del juego y cómo se puede dividir la progresión por nivel del jugador. Además, se debe pensar en la escala de tiempo para este, dependiendo del tipo de juego que se esté creando. Evan proporciona un ejemplo práctico de cómo modelar una economía simple en un juego de construcción de ciudades, incluyendo costos de construcción y niveles de producción, y cómo se pueden derivar otros costos y capacidades a partir de una tasa de producción de recursos establecida.

15:03

🏰 Diseño de sistemas para una economía de juego

En este párrafo, Evan profundiza en el diseño de sistemas para una economía de juego, explicando cómo calcular los costos por nivel y cómo estos se relacionan con el número de edificios y sus costos individuales. Aborda la importancia de que los jugadores sientan que su progreso es constante y predecible, y cómo se pueden agregar variaciones para hacer el juego más emocionante. Evan también discute cómo se pueden construir sistemas más complejos utilizando la misma lógica básica, y cómo se pueden aplicar estos principios a diferentes tipos de juegos, siempre enfocándose en el tiempo y las acciones diarias de los jugadores.

20:04

🤔 Consideraciones y ajustes en el diseño de sistemas

Evan habla sobre las consideraciones adicionales al diseñar sistemas, como la velocidad a la que se puede crear contenido y la capacidad de los jugadores para responder a eventos y operaciones en vivo. Resalta la importancia de realizar un chequeo de consistencia interna en el trabajo de diseño y ajustar el sistema para que tenga sentido y se sienta bien. También menciona la importancia de no sobrecomplicar el juego con demasiados recursos o sistemas, ya que los jugadores aprecian la simplicidad y la comprensión de lo que está sucediendo en el juego.

25:05

💬 Diseño de batallas y equilibrio en juegos

Evan aplica los principios de diseño de sistemas a batallas y competencias en juegos, destacando la importancia de equilibrar las características y objetos en función del tiempo de juego efectivo. Explica cómo se pueden establecer puntos de partida arbitrarios y calcular el resto de los números necesarios para equilibrar elementos como unidades, armas, habilidades o cartas en diferentes tipos de juegos. Evan también sugiere métodos para determinar la valía de atributos específicos y cómo se pueden ajustar para mejorar la experiencia del juego, siempre buscando un equilibrio inicial y luego iterando hasta lograr un juego que sea emocionante y justo.

🔄 Iteración y equilibrio en diseño de juegos

Para concluir, Evan recalca la importancia de la iteración en el diseño de juegos, mencionando que el equilibrio perfecto puede ser aburrido y que se debe buscar un equilibrio que sea emocionante y justo. Aboga por la inclusión de detalles y ventajas pequeñas que hagan que el juego sea realmente atractivo. Evan también ofrece recursos adicionales para aquellos interesados en obtener más información sobre los temas discutidos en su charla.

🗣️ Preguntas y respuestas adicionales

Después de su presentación, Evan responde a una pregunta sobre cómo manejar y equilibrar una moneda que los jugadores pueden usar para mejorar su poder o adquirir elementos cosméticos. Sugiere que se puede sumar la demanda total y luego distribuirla, pero también es importante considerar la cantidad que los jugadores obtendrán de manera mecánica y cómo se puede usar para comprar elementos cosméticos como un beneficio adicional.

Mindmap

Keywords

💡Diseño de sistemas

El diseño de sistemas se refiere a cómo todas las reglas en un juego interactúan. Es fundamental para el desarrollo de economías de juegos y el ajuste de características, ya que cada número en el juego debe tener una razón de ser, ya sea estética o arbitraria. En el guion, Evan Losey utiliza su experiencia para explicar cómo se pueden equilibrar estos sistemas y cómo empezar con el diseño de sistemas en juegos gratuitos para móviles.

💡Economía del juego

La economía del juego es el conjunto de mecanismos que rigen la obtención y uso de recursos dentro de un juego. En el vídeo, se discute cómo diseñar una economía de juego que sea equilibrada y que mantenga al jugador comprometido, utilizando ejemplos como los tiempos de mejora y los costos de construcción en un juego de construcción de ciudades.

💡Balancing

El balance en un juego se refiere al proceso de ajustar los elementos del juego para que sean desafiantes pero justos, evitando que sea demasiado fácil o demasiado difícil. Evan habla sobre la importancia de equilibrar los sistemas de juego en torno a la experiencia del jugador, asegurándose de que los desafíos sean adecuados y que los premios sean satisfactorios.

💡Free-to-play

Free-to-play (FTP) hace referencia a los juegos que pueden ser jugados gratis, pero que ofrecen la opción de comprar elementos dentro del juego para mejorar la experiencia o el progreso. El guion explora cómo diseñar un juego FTP de manera que sea atractivo para los jugadores y también sea monetizable, vendiendo tiempo o mejoras a través de la tienda del juego.

💡Iteración

La iteración es el proceso de hacer cambios sucesivos en un diseño para mejorarlo. En el contexto del vídeo, la iteración es crucial para ajustar los sistemas de juego y asegurar que el juego sea tanto desafiante como entretenido. Evan enfatiza la importancia de probar y ajustar continuamente los sistemas para lograr el equilibrio deseado.

💡Monetización

La monetización es el proceso de generar ingresos a partir de un producto o servicio. En el vídeo, se discute cómo las estrategias de monetización en juegos FTP, como la venta de paquetes de cartas o la compra de moneda virtual, pueden estar estrechamente relacionadas con la economía del juego y cómo se pueden ajustar para maximizar los ingresos.

💡Juegos de construcción de ciudades

Los juegos de construcción de ciudades son un tipo de juego en el que el jugador construye y administra su propia ciudad. En el guion, Evan utiliza un juego de construcción de ciudades como ejemplo para explicar cómo se pueden diseñar y equilibrar los sistemas de progresión y economía en un juego.

💡Estrategia de progresión

La estrategia de progresión se refiere a cómo se estructura el avance del jugador a través del juego. En el vídeo, Evan habla sobre la importancia de planificar la progresión del jugador, desde la escala de niveles hasta los tiempos de mejora, para mantener la motivación y el enganche del jugador.

💡Diseño de características

El diseño de características se refiere a la creación y ajuste de elementos específicos dentro de un juego, como batallas, mejoras de edificios o la adquisición de recursos. El guion discute cómo el diseño de características debe ser coherente con el diseño de sistemas para asegurar una experiencia de juego unificada y satisfactoria.

💡Experiencia del jugador

La experiencia del jugador es la sensación y la reacción emocional que tiene un individuo al interactuar con un juego. El vídeo se centra en cómo el diseño de sistemas y características puede influir directamente en la experiencia del jugador, buscando crear un equilibrio entre desafío y gratificación.

Highlights

Evan Losey, lead game designer at Skokie, discusses system design for mobile free-to-play games.

Systems design involves how all game rules interact, with every number in the game chosen for a reason.

Designers should aim for a balance where players are winning by a small margin, keeping them engaged.

It's acceptable to start with arbitrary numbers, as every system needs a starting point.

Designers should consider how something feels from a player's perspective, such as the impact of an upgrade.

Scaling in game design is crucial, with the value of max level compared to the first level depending on the game type.

Systems like Town Hall in a city builder are balanced around a number not visible in the game, such as time.

Time is a key resource in game design, with all other resources like battles and drop rates linked to time.

Playtesting is essential for balancing games around time and difficulty pacing.

Monetization in free-to-play games often involves selling time, such as through daily quest rewards.

Player level is an effective marker for game progression and should be considered when designing systems.

Designers should decide how powerful players should be at each level and balance the game accordingly.

Resource acquisition and player actions per day are crucial for calculating rewards and drop rates.

System design involves creating a complete economy based on time and player actions, with arbitrary costs as a starting point.

Iterative testing and refining are key to achieving a balanced and fun game system.

Designers should aim for a game economy that is understandable and does not obstruct the player experience.

Battle systems can be balanced by considering the effective time of each unit or item in the interaction.

Balancing in-game items and abilities should start with an arbitrary point and be adjusted for fun and fairness.

Slides and math examples from the talk are available for further reference.

Transcripts

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I'd thank you everyone so as he said my

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name is Evan Losey I'm currently a lead

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game designer at Skokie and this is it's

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about time system design for mobile

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free-to-play as a bit of additional

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background about me as he said I've been

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working in system design for years but

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when I first started in mobile I was

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designing features and content for taps

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ooh so taps ooh was a city build a game

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where you build well a zoo and after a

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while we needed to keep expanding the

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economy and tuning of the game so we

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needed someone to branch out into

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systems design my first foray into

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systems design was actually more of a

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player than as a designer I had been

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building models from my death knight in

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World of Warcraft

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trying to figure out the optimal

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rotations and stats and all that which

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is about as good of a primer as I was

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able to get see that's when I realized

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there are a lot of resources on content

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and features for designers out there

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there was not a whole lot on getting

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started with systems so through a lot of

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research and iteration and trial and

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error I've got a much better handle on

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it now still I remember that experience

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quite well so what I want to do is

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provide a solid framework for designers

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that are just starting out to jumpstart

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the process of making economies and game

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tuning as well as hopefully provide a

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new angle for some of the more advanced

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designers in the audience so today I'm

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gonna start with a brief overview of

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what systems design really means in this

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space and the context and how to go

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about balancing these systems

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after that we'll talk about how to apply

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this both on economies as well as tune

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features I'll be using battle systems as

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an example for those features but battle

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can be a pretty abstract concept as

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you'll see in a bit so what is systems

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design systems design is essentially how

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all the rules in the game interact every

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number in the game should be chosen for

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a reason

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even if that reason is aesthetic or

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arbitrary and the way these numbers

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interact is where the player experience

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really lives it's not enough to have a

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long

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we list the features in the game your

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entire game can live or die on seemingly

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tiny decisions enemies that take one

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more hit or a meeting to grind a dungeon

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one more time that can be the moment

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when players quit your game and don't

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come back the opposite is also true if

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you make things just a little bit too

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easy players get bored and leave before

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the next big moment happens you want

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players in that perfect position of

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balance where they're winning by the

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skin of their teeth and they're always

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just about to progress a little bit

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further the question then is where do

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you start how do you put that first

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number in the game

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well free-to-play games can seem like a

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whole lot of arbitrary numbers and

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sometimes they are and that's the first

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secret it's actually perfectly okay

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every system starts somewhere and you

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can't tune to something that doesn't

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exist so we're gonna pick the most

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important and visible numbers to players

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and try to make them look and feel good

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put yourself in the mind of a player in

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your game and ask yourself how something

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feels you upgrade your sword and you get

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a plus point zero to 5 attack or it's

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rounds down to zero and your UI that's

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not the best experience so some things

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are a little bit harder than that though

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a lot of design questions come from even

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those arbitrary decisions take scale how

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valuable should the max level of

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something in your game be compared to

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the first level if this is a competitive

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game all the hard work might put you at

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a total of a hundred and fifty percent

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of what the first level is but an RPG

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where you expect to easily beat anyone

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five levels under you you might get to a

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thousand X for your final power from

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where something begins there are no hard

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and fast answers it depends on the game

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you're making either way big even or

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round numbers are kind of easiest for

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players to understand and conceptualize

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so we're gonna stick with them wherever

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we can so how might a model working this

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way look when it's complete don't try to

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copy this down by the way this is an

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example of a Town Hall in a city builder

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it has costs at each level and capacity

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in each level unlocks subsequent levels

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of production buildings that have their

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own costs and resource rates

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if you look at the finished product you

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can reverse engineer some things but the

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truth is systems like this are balanced

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around a number that doesn't even appear

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anywhere on this sheet time you can take

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something like a steadily increasing

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resource production rate which is the

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rightmost column and you can derive all

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of the other costs and capacities from

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there and how long it takes we have

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other things on here to upgrade time is

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actually unrelated to the other numbers

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this might still be tied to aspects of

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your game such as how long you want it

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to take to upgrade your entire base from

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one level to the next but it's an

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unconnected loop from your production

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and your building costs each sub loop in

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your game may need its own starting

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system of time and values so where do

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you start the one resource that all

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players possess time minutes spent

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rounds of battles days to acquire even

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things like number of battles and drop

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rates all come back to time this can be

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energy limits when ludas reset or even

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the physical time that it takes the

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klara stage in a game so we have to make

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sure we respect that resource balance

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your game around time just like

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difficulty pacing is key it will take

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playtesting to get this right so

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remember in all of these tools we're

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talking about they're just the first

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step and iteration is very important so

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since this is free-to-play we need to

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talk about monetization somewhere right

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well the best monetization methods

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essentially sell time you get a pack of

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cards every day from daily quests and

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you can purchase more of them to have it

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happen more frequently I always advocate

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for now locking things to only spenders

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you can actually be incredibly

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straightforward with players of your

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games with how much value they're

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getting for a dollar you get this every

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day you can buy it you're buying a day's

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worth of work people really will respond

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to just explicitly communicating these

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things to them so that's the high level

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approach let's get into some of the

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specifics first we need our starting

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point I've tried different ones from

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time to time but I keep coming back to

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player level level is extreme

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we familiar and effective as a marker

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for where players are in a game they'll

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tell each other

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oh I'm level eight your level twelve

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they sort of know how that relates we'll

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need a few more number number scales for

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each loop in the game but this is a

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great one to start with every time and

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also advances one at a time which you

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know makes for a prettier X access next

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think about a time scale for this this

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is dependent on the kind of game you're

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making and some other factors but in

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general think how long should each piece

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of your game last an RPG might take a

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year to get to max level and you might

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stay there for another couple years

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engaged in endgame activities and arcade

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game on incremental with a prestige

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might take only a day or two to get to

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the final level it's okay to make some

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of these decisions based on what it

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feels like or other arbitrary things

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everything starts somewhere so let's

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start of this first one and for those

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curious I will have a link to all the

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spreadsheets I'm showing at the end so

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again don't trap the write down so this

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is a table of player level one to ten

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and about how long I want it to take to

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reach each level the convention I'm

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using here is that I enter things in the

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white cells and calculate over in the

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gray but this is probably a pretty

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straightforward one it's addition so

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where do we go to after this we want to

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actually divvy up the progression by

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player level I as a designer

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decide how strong you should be at each

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point of the game it's worth noting that

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this is only an average right players

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experience the highs and lows of drop

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chances and luck but it's perfectly fine

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to do your high level balance purely

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unexpected value what is the average of

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what players learn as they go through

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these things still the more specific you

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can make each level of power in your

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decisions the easier it's going to be

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later the key principle here is that

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there was a cost associated with

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acquiring content it could be the

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currency needed to buy packs or the

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resources needed to upgrade your Town

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Hall then how do players get these

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resources they take actions within the

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game for the card game with packs this

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might be games one for a city builder

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mine's harvested every day for our

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purposes what we need to know is just

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how many of each action is the player

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going to do in a day our starting point

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will be any actual limitations such as

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an energy mechanic that tells the number

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of sessions you can actually engage in

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but there might also be behavioral

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things just how often do players

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actually come in and play around you'll

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have to estimate those but as you get

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real data from play tests you can refine

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those put them back into the model and

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keep going and you'll get better and

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better numbers so now that we have this

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idea let's go back to our model here I'm

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building out the example to cover a

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simple city builder so I'm specifying

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how many buildings I want the player to

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own I'm also assuming then each one can

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be leveled only as high as the player

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level this is a pretty normal limitation

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to our town halls and games like this my

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upgrade costs are actually formulaic but

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again arbitrary each one is just 250

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percent the previous rounded to the

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nearest 5 and I would probably keep

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rounding by bigger and bigger numbers

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just because I wanted to look pretty in

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the game but this is where your

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calculations really start I know how

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much I want the buildings to cost at

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each level and how many I want the

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player to have and I know how long it's

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gonna take me to get there that means

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the cost per level is just number of

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buildings times the cost of each one

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that's how much it's gonna cost the

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player to get to the level of power I

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want at that player level and if each

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building was costing a different amount

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you could have a different look up in

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there but you know sort of keeping

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things simple for the explanation on the

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screen but still we're not quite done

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yet

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although here's the biggest secret of

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system design that's actually all you

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need you can build a complete economy

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just off of figuring out how much time

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and where you want players and some of

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those arbitrary costs try not to let any

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of your product managers know it's

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actually that easy but once you know how

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much you need per level and the number

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of days you know how much players need

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to gain every day when you know actions

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per day you know how much each action

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should pay out you can give your rewards

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a drop rate if you want them to have a

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chance of dropping instead of always

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being awarded every action this gives

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you a true payout

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action you may not want to use this with

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the currency like coins but if you're

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doing say rare materials to upgrade a

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character this is how you get to how

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much should actually drop from a single

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instance finally add some variants say 5

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or 10 percent up or down so the game is

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a little more exciting and suddenly you

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actually have a game you know that's how

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the experience actually plays out to

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players so let's go back and see how

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this looks in the expanded model the one

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new column is the result of those

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calculations it's the amount we need per

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level divided by total harvests per

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building per day in the total number

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buildings this is the simpler version

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with no variants at all in drop amounts

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but still a player who plays four

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sessions a day which is a pretty good

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player from most mobile games is going

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to earn enough to get to the level that

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I want them at each day this is maybe a

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simple example but you can actually

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follow the same process for more

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resources and build more and more

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complex loops on top of this the trick

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is to keep coming back to how long it

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should take a player to progress if a

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player needs resource X some action a

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and resource y from action B you can

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track the amounts of each one needed and

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be done today and if you want both

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actions to drop the same resource you

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can have variables that control how much

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total one comes from each point the math

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is really going to work itself out

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either way and you can sort of customize

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what feels important to players so when

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developing those more complex systems

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there's a lot of considerations that

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keep in mind and here's just a few of

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them how fast can you make content if it

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takes a month to make a character for

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your game you can't have players earn

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them every week or they'll outpace you

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it should always take longer to earn or

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earn an upgrade to viability than it

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does to create it players shouldn't

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actually be able to get everything in

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your game choice is fun

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next how fast can players respond to

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events and live operations and things

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like that in your game if you expect you

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add a new character on Monday and have

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people use it on Friday it can't take

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three weeks to upgrade a to viability

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likewise if you want to have a resource

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that only drops from dungeons that

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appear on Tuesday you

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to take at least a week to maximize the

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character or the players are gonna feel

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a shortage in a way that they can't

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address you always want to be asking

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yourself does this make sense gut check

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your work you know you hit level 10

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after a week you have a dozen buildings

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you buy the next one every day or two it

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kind of feels like it could work but if

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you hit you know that point after a week

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and suddenly it takes another week to

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get to the next level it seems wrong and

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if something seems wrong on paper and

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your spreadsheet it's probably gonna

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feel worse than your actual game you can

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solve all of your problems in this

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design step but the more you do the

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better it's always quicker to try to

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solve them here so that examples for a

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pretty simple city builder but it works

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for any type of game just keep in mind

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that you're balancing around player time

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and actions per day the more restrictive

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your game is in actions that don't earn

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rewards the easier it is to predict how

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many actions of player does so a game

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with energy where you know the refresh

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rates you can do that but you don't have

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to actually limit play to get to

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predictability games might have chess

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slots or a daily quests that give you

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most of your rewards and you can get a

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really good sense of it

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so here's an example of inputs for an

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RPG battle-ax and each level the player

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has a total number of characters that

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have a level and a rank but most players

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don't have all the characters upgraded

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to the same power so we've broken it

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down to a team and B team but I don't

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want to actually hand toon everything in

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the game so B teams just a percentage of

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sort of the a team's power and you can

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see how these come more complex systems

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can all come back to the same thing I

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can figure out how many character pieces

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they need to unlock new characters how

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much goal they need to spend how many

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materials they need and so on one of the

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tricks as you get more complicated is

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that like the character shards in this

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cheat it's not actually a smooth line

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your gold and coins and soft currencies

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may be but materials are going to end up

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a little more staggered smooth them out

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before you put them in the actual game

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it's important that players never gain a

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level or upgrade a building and get a

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worse payout than before then that's

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true whether the loss is actual or

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perceived even if something technically

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pays out better but a number goes down

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players

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gonna feel like it was a bad idea to

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upgrade which is never a good spot a

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model for daily quests in a card game

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would work the same way how many packs

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do you want players to earn a day there

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were days per pack

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how many quests do you have per day

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that's an average payout you can get

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different tiers of difficulty by saying

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how often you want each one to show up

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and sort of the relative value between

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them the appoint important part is to

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just sort of keep the average value and

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use that to predict player resources so

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once you have your system what you do

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with it you iterate it takes time to get

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to a system that's balanced and the

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problem is when you're actually a

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perfect balance it can be kind of boring

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you want to try intentionally increasing

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or decreasing payouts of resources at

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certain levels of points in your game so

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the player is always a little short of

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something and wants to work to get it

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this is especially effective if you can

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tie it in with a new feature that

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unlocks as the player levels up if your

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player needs a new resource at level 8

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and there's a new game mode at love away

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that pays out that resource you can get

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people consistently engage with

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progressing in your game and opening up

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new things

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also remember that designers love

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complexity with fiddly systems and

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dozens of resources but most players

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don't everything should be

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understandable for the player few

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resources or things that belong to

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resource groups that drop from the same

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locations and understandable is really

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what helps someone latch on and figure

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out what's going on in your game a good

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economy is one that gets out of the way

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of the player a bit and sort of just

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exists you know if you've done your job

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right it's a little bit like you're

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never there at all so these principles

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can apply to things beyond traditional

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economies I'm going to use battle as the

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example today but battle is really just

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any measured competition between two

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players or between a player and a

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defined force so a fleet of ships that

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are attacking one another is a battle

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you can have lots of stats for each unit

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range speed health so on but so is a

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fashion showdown between who has the

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best out fan where you care about your

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popularity and style and yes I did work

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on both of these games so any system

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where your stats and points matter is a

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battle if you look at it in that respect

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so don't be afraid to apply these

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principles to pretty much anything so

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any of these complex interactions can be

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configured through the same general

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process as an economy you start from a

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defined if arbitrary data points and you

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fill out just enough of them to be able

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to determine the rest of the numbers and

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then you calculate the rest of the

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numbers you can balance things in the

play18:10

game whether it's units weapons

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abilities cards whatever around each

play18:14

other

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consider how long the object or item is

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relevant in the interaction which is

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your effective combat time this could be

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rounds or real time but it's all about

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considering the relevant life of an

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object depending on the game and process

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you can use these to either balance the

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attributes and items themselves or the

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costs of them so let's start with a more

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traditional example two units in an RTS

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we've got one melee unit that can only

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attack right next to it and one ranged

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unit so the mainly unit has to be

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stronger than the ranged one right why

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effective time in battle the mainly

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units has to walk over to the ranged one

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and it's getting shot at the whole time

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so balanced units are balanced with

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respect to time in this regard in an RTS

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this is mitigated by speed and ranged in

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a turn-based RPG we're going to consider

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effective health and hits to kill to

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determine that time in battle and for

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the record perfect balance in this

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context means that the units fight to a

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draw this is again a starting point but

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two units should basically meet and you

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know mutually annihilate each other to

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be balanced in this regard so here's an

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example for our melee and ranged units

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the melee unit is faster and they each

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have the same health so that's the

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arbitrary point that I've kind of picked

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here assuming the ranged units thoughts

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firing as soon as it can the melee unit

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of these numbers essentially soaks one

play19:42

hit on its way over so it needs to kill

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the ranged unit in one less hit than the

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other way around

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that means that if the range units doing

play19:50

20 damage it kills the melee in five

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shots and the melee unit deals 25 so it

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can kill it in four and they can

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basically get rid of each other it can

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be hard to keep a lot of these numbers

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in your head so consider making

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sym of these battles right in your

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spreadsheet you can show what's

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happening each round or each second in

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combat and get a better view on what's

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happening as well as double-check your

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numbers so this same logic can be

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applied to other types of mechanics as

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well take two tanks in an RPG battle

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game

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one of them has defense which reduces

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the amount of damage taken every hit and

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the other one just has a large health

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pool so we can pick which attributes we

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just define such as the health and

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defense and then calculate damage to

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make sure the unit's balanced out this

play20:34

works in other directions - such as the

play20:36

sighting that third tank has 50 damage

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and then trying to calculate what should

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its health be in order to make it fair

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don't be afraid to use two different

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methods even within the same game you

play20:46

want to figure out the fantasy of every

play20:49

character you're making and balance

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around that most important part does one

play20:53

character feel like they should be

play20:54

faster than anything else in your game

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to make it feel right then do that and

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then bring something else down in order

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to compensate what about calculating

play21:04

cost so let's take a card game where you

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need to know how powerful each

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individual card is in order to balance

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it ask yourself how long is the card in

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play how many turns of value does it

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provide establish a baseline and then

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balance things around that let's say

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that one mana is too damaged in your

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game if you've got a car that's gonna

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last about 5 turns and do damage per

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turn you could say oh it's about two and

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a half damn you know mana and a perfect

play21:30

balance you know now you have your

play21:31

starting point

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you're gonna tweak and iterate from

play21:33

there discounting futures and immediate

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impact and so on but it's always

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important to have that baseline how much

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better is one keyword ability on a card

play21:42

or you can look at how often it matters

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and it turns the tide and the total

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effect it's going to have on a game no

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matter what kind of game you're making

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you can start with these time measures

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especially duration and frequency and

play21:54

use it to assign costs so remember that

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all of these are just starting points

play22:00

perfect balance is again still pretty

play22:04

boring get your two fare items balanced

play22:06

and then start adjusting give a unit or

play22:09

negative to some attribute because of

play22:11

how effective its ability is add in some

play22:13

type advantages to make sure that units

play22:15

have

play22:16

comparative advantages just the way they

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work in your head and how do you know

play22:20

how valuable a particular aspect like an

play22:22

ability is you test it so one way I like

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to do this is take two equal units one

play22:28

of the ability one without the one with

play22:30

the ability should win every time

play22:32

whether it's in a prototype or just in

play22:34

your Excel sim you can do the same with

play22:37

other attributes like damage

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you know just increase the health on the

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one without the ability until that one

play22:43

starts winning do the same with all the

play22:45

other attributes and you've got a value

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for your ability in terms of the other

play22:48

stats and cost of your game this first

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this first balance is always harder than

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the rest of them but once you've figured

play22:56

out how much this ability should cost

play22:58

you in terms of attributes you have a

play23:00

baseline to try to figure out everything

play23:02

else you're going to design after that

play23:03

so how much health you have the

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sacrifice to make a shield keyword fair

play23:07

for example so in summary free-to-play

play23:12

economies are based around time

play23:15

especially the acquisition rate of

play23:17

content create a scale that looks good

play23:21

and makes sense define how long it

play23:25

should take to get to each point and get

play23:28

your payouts per day you can handle

play23:31

battles and other system interactions

play23:33

similarly you get an arbitrary starting

play23:35

point and look at the effective time of

play23:37

each item whether its actions possession

play23:39

turn or seconds of play and most

play23:42

importantly once everything is balanced

play23:44

break it until it's actually fun equal

play23:47

balance is your starting point not your

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destination it's the little details and

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small advantages that make something

play23:53

really compelling so I hope this talk

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helps some of you out there if you're

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looking for a copy of the slides or the

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math using examples you can follow these

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links and I'll tweet them out after

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please if you have any questions you can

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go ahead and ask now and if you have

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anything afterwards you can always

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contact me at my email or we have a

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rapid boom after all so GDC wants to

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remind me to tell you to please for

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audio session evaluations we really do

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appreciate it so thank you so much for

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your talk

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[Applause]

play24:33

hello hi thanks those really insightful

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I had a question about if you have a

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currency that players can use to spend

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on multiple things some of which might

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power them up like upgrades and some

play24:45

which might be purely cosmetic how do

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you kind of estimate or predicts and

play24:49

balance for where they're gonna allocate

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that currency that's a great question

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it's when you have a currency that's

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used for more than one yes its when you

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have a currency that's used for more

play25:03

than one thing how do you balance them

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with you know a total especially if you

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have one that's cosmetic and when it's

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mechanic when you're doing the system

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total you can basically sum them all up

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to see what is the total need let's say

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you can buy cosmetics you can buy new

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characters and skins with gold you can

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sum up the total amount and divvy it out

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I also try to only consider the mechanic

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amount or we're saying I want players to

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earn this much gold for the mechanic

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benefit of the game so that's how much

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you want to pay them and sort of give

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cosmetics as an extra yes there will be

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some players who don't spend anything on

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cosmetics and just purchase more power

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but that's usually okay any other

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questions excellent great well thank you

play25:52

all so much for coming today and I hope

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you enjoy the rest of your GDC good

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hunting

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