Original Post
Hello everyone,
(I sincerely apologize for the long post, this is not really a simple question)
I am a member of a development team for a game that will either serve as an open-world action role playing game or an MMORPG. My team has done immense amounts of research including analyzing over 3 dozen movies, 22 books and counting (not including video game guide books), and several video games (console+PC) including their guide books where applicable. We have analyzed them based on popularity and target audience to find patterns that would help us be successful in not only creating a well rounded game but also being sure to include the elements that have made all of those movies, books, and games successful.
I will not devulge details about the game concept due to the team's desire to maintain security of our creative content, but we are running into a particular issue for which we are now trying to outsource a solution. Like with most any role playing video game there is going to be an established form of currency to facilitate item trade and quest/mission reward as well. We have discovered that the economy of a role playing game must be balanced against several factors and it is not something we can model after a specific set of rules. Everything seems to have too many variables and we are starting to bang our heads against the wall.
We don't want to make money too readily available too early on, but we also don't want money to be so scarce and hard to earn that it makes progress in the game too slow and frustrating. 3 of our members are focused primarily on analyzing other games for their system of economy and they have noticed a few basic concepts:
1) The feedback mechanism: type of system where having enough money can get you awesome things no matter what level you are, but the tasks required in order to get the money end up raising your skills and character level. Like in Skyrim, you can't have the awesome sword without a bunch of money but to get the money you go out and kill things or make things which then raise your skills and thus your level... so the balance of keeping character development in line with the amount of currency you have is sort of a feedback loop.
2) Dangling the carrot: the type of system where there is are ways to earn money through arbitrary means (like in the game Rage, where you can play little tedious side games) but the arbitrary means earn very little money and aren't a viable substitute for the money earned from primary missions, so you are invariably drawn to the difficult missions with the promise of a better payout.
3) The well dries up: type of system where the sources of earning currency will run out for specific parts of the game, forcing you to have to move on to the next part of the game, or to a more challenging area. In games like world of warcraft for example, you can stay in the beginning area and do one recurring mission over and over that gets you something like 10 gold upon completion but you get to a point where the experience and gold earned becomes worthless to your character development and forces you to move on... or there are only a certain number of available quests in an area that allow you to earn money, so once you've completed them all, you must move on to a more challenging area to find more quests.
So once we decide on a concept of how we want to facilitate development vs currency earned, how does one go about the delicate method of balancing 1) experience earned, 2) difficulty of missions/challenges 3) currency earned, and 4) factors that drive a character to move on and explore further? Balancing all of these things properly seems incredibly intricate and if the balance is not met perfectly it could ruin the fun factor of the game.
Does anyone have any helpful suggestions? perhaps some personal experience in dealing with this aspect of game design?
(I sincerely apologize for the long post, this is not really a simple question)
I am a member of a development team for a game that will either serve as an open-world action role playing game or an MMORPG. My team has done immense amounts of research including analyzing over 3 dozen movies, 22 books and counting (not including video game guide books), and several video games (console+PC) including their guide books where applicable. We have analyzed them based on popularity and target audience to find patterns that would help us be successful in not only creating a well rounded game but also being sure to include the elements that have made all of those movies, books, and games successful.
I will not devulge details about the game concept due to the team's desire to maintain security of our creative content, but we are running into a particular issue for which we are now trying to outsource a solution. Like with most any role playing video game there is going to be an established form of currency to facilitate item trade and quest/mission reward as well. We have discovered that the economy of a role playing game must be balanced against several factors and it is not something we can model after a specific set of rules. Everything seems to have too many variables and we are starting to bang our heads against the wall.
We don't want to make money too readily available too early on, but we also don't want money to be so scarce and hard to earn that it makes progress in the game too slow and frustrating. 3 of our members are focused primarily on analyzing other games for their system of economy and they have noticed a few basic concepts:
1) The feedback mechanism: type of system where having enough money can get you awesome things no matter what level you are, but the tasks required in order to get the money end up raising your skills and character level. Like in Skyrim, you can't have the awesome sword without a bunch of money but to get the money you go out and kill things or make things which then raise your skills and thus your level... so the balance of keeping character development in line with the amount of currency you have is sort of a feedback loop.
2) Dangling the carrot: the type of system where there is are ways to earn money through arbitrary means (like in the game Rage, where you can play little tedious side games) but the arbitrary means earn very little money and aren't a viable substitute for the money earned from primary missions, so you are invariably drawn to the difficult missions with the promise of a better payout.
3) The well dries up: type of system where the sources of earning currency will run out for specific parts of the game, forcing you to have to move on to the next part of the game, or to a more challenging area. In games like world of warcraft for example, you can stay in the beginning area and do one recurring mission over and over that gets you something like 10 gold upon completion but you get to a point where the experience and gold earned becomes worthless to your character development and forces you to move on... or there are only a certain number of available quests in an area that allow you to earn money, so once you've completed them all, you must move on to a more challenging area to find more quests.
So once we decide on a concept of how we want to facilitate development vs currency earned, how does one go about the delicate method of balancing 1) experience earned, 2) difficulty of missions/challenges 3) currency earned, and 4) factors that drive a character to move on and explore further? Balancing all of these things properly seems incredibly intricate and if the balance is not met perfectly it could ruin the fun factor of the game.
Does anyone have any helpful suggestions? perhaps some personal experience in dealing with this aspect of game design?