When attempting to balance your game's economy, don't expect the solutions will be straight-forward. In this reprint from the September 2008 issue of Game Developer magazine, Civilization 4 lead designer Soren Johnson takes a tour through the chaotic legacy of in-game economics.
Game design and economics have a spotty history. Designing a simultaneously fun and functional economy is no easy task, as many design assumptions tend to backfire when they come in contact with the player. For example, the early days of Ultima Online were infamous for the game's wild and chaotic economy. Zachary Booth Simpson wrote a classic analysis of UO in 1999, detailing some of the more notable problems experienced at launch:
Shown is the effect of a "glock bomb" in Counter-Strike: Source.
Unfortunately, the overwhelming popularity of certain weapons trumped the ability of the algorithm to balance the game. For example, while the very effective Desert Eagle skyrocketed to $16,000, the less useful Glock flatlined at $1, leading to some extreme edge cases (such as the pictured "Glock bomb"). A game economy is not a real economy; not everything can be balanced simply by altering its price. Gamers just want to have fun, and if the cost of the option considered the most fun is constantly tuned higher and higher until the price becomes prohibitive, players may not just alter their strategy—they may simply go play another game. The current price of gas may be making our real lives "unfun," but only one real-world economy exists, leaving us no choice. Gamers are not in the same situation.
Ultimately, designers should remember that achieving perfect balance is a dubious goal. Players are not looking for another game like rock/paper/scissors, in which every choice is guaranteed to be valid, essentially encouraging random strategies. Players are motivated by reasons beyond purely economic ones when playing games. Raising the cost of a player's favorite weapon is simply going to feel like a penalty and should only be done if the imbalance is actually ruining the core game.
- The crafting system encouraged massive over-production by rewarding players for each item produced.
- Over-production led to hyper-inflation as NPC shopkeepers printed money on demand to buy the worthless items.
- Players used vendors as unlimited safety deposit boxes by setting the prices for their own goods far above market value.
- Item hoarding by players forced the team to abandon the closed-loop economy as the world began to empty out of goods.
- Player cartels (including one from a rival game company!) cornered the market on magical Reagents, preventing average users from casting spells.
Can the market balance the game?
Many designers have used economic game mechanics as a tool for balancing their games. For example, in Rise of Nations, every time a unit -- such as a Knight or Archer -- is purchased, the cost of future units of the same type goes up, simulating the pressure of demand upon price. This design encouraged players to diversify their armed forces, in order to maximize their civilization's buying power. By allowing the "values" of different paths and options to float during a game, designers present players with a constantly shifting landscape, extending replayability by guaranteeing no perfect path to victory. However, if taken too far, efforts to auto-balance by tweaking the economy can destroy a game. In 2006, Valve conducted an interesting economic experiment within Counter-Strike: Source, implementing a dynamic weapon pricing algorithm. According to the developers, "the prices of weapons and equipment will be updated each week based on the global market demand for each item. As more people purchase a certain weapon, the price for that weapon will rise and other weapons will become less expensive."