design-game-economy-design
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
Best use case
design-game-economy-design is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
Teams using design-game-economy-design should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/game-economy-design/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How design-game-economy-design Compares
| Feature / Agent | design-game-economy-design | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Game Economy Design ## Purpose Virtual currencies, sinks/faucets, inflation control, reward balancing, and monetization integration. Genre-agnostic — applies to any game with resources, currencies, or tradeable items. ## When to Use Trigger: game economy, virtual currency, sinks and faucets, inflation, reward balance, loot tables, crafting economy, marketplace, monetization, pricing, premium currency, gold sinks, resource balance ## Prerequisites - `game-design-fundamentals` — core loop understanding - `postgres-game-schema` — currency and item data models ## Core Principles > Sid Meier: "A game is a series of interesting decisions" — economy makes decisions meaningful. > Richard Garfield: "Elegant systems create depth from simple rules." > Raph Koster: "Players will optimize the fun out of your game" — design economies that stay fun when optimized. > Will Wright: "Simulation systems generate emergent behavior" — economies should emerge, not be scripted. 1. **Every faucet needs a sink** — if players earn currency, they must spend it; otherwise inflation destroys the economy 2. **Two-currency model** — soft currency (earned in-game, plentiful) + hard currency (premium, scarce, optional) keeps free players engaged while monetizing 3. **Exponential costs, linear income** — the natural idle game pattern; cost scaling must outpace earning to maintain engagement 4. **Price anchoring** — establish what things "should" cost early; players will judge all future prices against the first items they buy 5. **Never sell power directly** — sell time, cosmetics, convenience; pay-to-win destroys retention (Sid Meier principle) 6. **Closed-loop economy** — track total currency in circulation; if it grows unbounded, you have a leak 7. **Test with spreadsheets first** — simulate 100 hours of play before coding; if the spreadsheet breaks, the game will too ## Step-by-Step Instructions ### 1. Define Currencies List every currency: name, how earned, how spent, persistence on reset. ### 2. Map Faucets (Income Sources) Every way players earn currency: combat rewards, quest rewards, daily login, achievements, trading. ### 3. Map Sinks (Spending Destinations) Every way players spend: upgrades, crafting, shop, repairs, fees, taxes, cosmetics. ### 4. Balance the Spreadsheet Create a spreadsheet simulating player income vs. spending over time. Target: net currency growth should be slow or zero at every stage. ### 5. Define Reward Tables Use weighted random for drops, with pity system for rare items. Cross-reference `quest-mission-design` for quest rewards. ### 6. Integrate Monetization Map premium currency to Stripe products via `stripe-game-payments`. Ensure premium currency can't break game balance. ## Economy Health Metrics | Metric | Healthy Range | Warning Sign | |--------|-------------|-------------| | Daily currency earned / spent ratio | 0.8-1.2 | > 1.5 (inflation) or < 0.5 (deflation) | | Median player currency held | 2-5x average purchase cost | > 20x (nothing to buy) | | Premium conversion rate | 2-5% of active players | < 1% (too expensive) or > 15% (too aggressive) | | Time to first meaningful purchase | 5-15 minutes | > 30 min (slow start) | ## Cross-References - `postgres-game-schema` — currency and item table schemas - `stripe-game-payments` — premium currency and IAP integration - `quest-mission-design` — quest reward balancing - `game-design-fundamentals` — core loop reward schedules - `redis-game-patterns` — leaderboard caching for economy rankings ## Pitfalls & Anti-Patterns - **"Hyperinflation"** — unlimited faucets with no sinks; currency becomes worthless - **"Pay-to-win"** — selling direct gameplay advantages; kills free player retention - **"Currency confusion"** — too many currency types; players can't understand what to spend - **"Dead economy"** — nothing interesting to buy; currency accumulates uselessly - **"Exploitable loops"** — crafting or trading loops that generate infinite value - **"Early abundance"** — giving too much currency early; players expect it forever ## Designer Philosophy **Sid Meier**: The economy exists to make decisions interesting. If every choice has an obvious best option, the economy has failed. Players should regularly face "do I buy upgrade A or save for upgrade B?" dilemmas. **Richard Garfield** (Magic: The Gathering): The best economies emerge from simple, elegant rules. A few well-designed resource types with clear trade-offs create more depth than a dozen currencies that nobody understands. **Raph Koster**: Players will find the optimal farming strategy and grind it. Design your economy so that even the optimal path is fun, and the sub-optimal paths are still viable. ## Sources - "Designing Virtual Economies" — GDC 2017 - "Free-to-Play Game Economies" — GDC 2019 - "Theory of Fun" — Raph Koster - "The Art of Game Design" — Jesse Schell, Chapter on Game Mechanics - Stripe gaming best practices documentation
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