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The Cores of Game Design · 3 of 12
The Cores of Game Design
ARG Design HIGH

Economy Core — Resources, Mechanisms, and Feedback Loops

economy resources sources drains converters traders feedback-loops fairness balance

Key Principle

A game's economy is the set of its resources, mechanisms, and their relationships — distinct from Mechanics. Every resource flow maps to one of four mechanisms: sources (create from nothing), drains (destroy permanently), converters (consume one type, produce another), and traders (redistribute without creating or destroying). Feedback loops are not designer-placed; they are mathematical consequences of how resources and mechanisms relate. (Chapters 8-9)

Why This Matters

Economy-Mechanics conflation is the most common misdiagnosis pattern. A game that feels "unfair" may have a broken resource pipeline, not a mechanical problem. Without separating the two cores, designers tweak difficulty curves when the real issue is economic. Positive feedback loops cause runaway escalation — the rate of change itself accelerates, creating gaps that destroy fairness and engagement. Negative feedback loops stabilize and diversify by raising costs on dominant paths.

Good Examples

  • Four mechanisms in The Quarry: Mining (source) produces stones. Sleeping (drain) consumes energy. Pickaxe crafting (converter) turns stones into tools. Trading between players (trader) redistributes without creating or destroying. (Chapter 9)
  • Feedback loop math: With 13 pickaxes, mining yields 28 stones/day from just 2 energy. Depletion fits a quadratic curve, not linear — "Not only does the depletion rate increase, but the rate itself also does." (Chapter 9)
  • Segment weighting: In a race with segments valued 1,1,1,2,3 — winning fewer segments but higher-value ones can beat winning more. Weighted segments reward strategic resource conservation and give trailing players reversal opportunities. (Chapter 8)

Counterpoints

  • Converter vs. trader misclassification: Most game merchants are converters (sold items are destroyed, not just relocated). Confusing the two produces incorrect equilibrium predictions. "That is only the case if the traded resources still exist after the trading is complete." (Chapter 9)
  • Fairness over balance: "It is not uncommon for an unbalanced game to be experienced as a balanced one due to the player's limited knowledge." Three factors mask imbalance: incomplete player knowledge, skill gating, and information cost. (Chapter 8)
  • Deadlock risk: When no available action is performable because the player lacks required resources. Prevention: allow critical mechanics to execute for free with reduced rewards. (Chapter 9)

Key Quotes

"Economy is often conflated with Mechanics, as players often experience aspects of the Economy through the game's systems and mechanics. However, we can study and analyse the Economy aspects of a game separate from the Mechanics." — Yvens R. Serpa, Chapter 8

"The economy is often a complicated topic to teach players as it lies in the realm of player's ignorance. Unless you are working on a highly complex strategy game, consider keeping your mechanisms as simple as possible." — Yvens R. Serpa, Chapter 9

"Pursuing a fair experience might even lead to the use of clearly unbalanced features, but that, as a whole, helps the game achieve its purpose." — Yvens R. Serpa, Chapter 8

Rules of Thumb

  • Separate Economy from Mechanics diagnostically: "Is the resource flow broken?" before "Is the mechanic broken?"
  • Minimum two investment paths for meaningful choice — one path = no strategy
  • Balance stable bonuses (predictable, analytical) with luck bonuses (variance, excitement)
  • Favor simplicity: pick the mechanism requiring fewest resource types; reuse existing resources
  • Grow economies incrementally from simple versions — cascade effects make wholesale changes dangerous
  • Three exploit-resolution levers: rework values, rework costs, rework mechanics — playtesting arbitrates which
  • Prevent deadlocks with free low-reward fallback actions
  • Emergent resources (social debts, unwritten agreements) expand the economy beyond the rulebook — account for them
  • The tangible-intangible conversion boundary is a key design surface for feedback and pacing

Related References