Process
Resource generation and conversion
You might say: make, spend or swap
The economy specifies how resources enter play, leave play and change into other resources or capabilities.
- What it does
- Defines scarcity, opportunity cost and the timing of investment.
- Ask
- What are the source, drain, converter and trader, and what rates or delays connect them?
What to look for
- Resource entering play
- Resource leaving play
- A resource changing into another or a capability
Sources
- Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 240
In an economy, the player can use a resource to perform a needed action in the game—for example, using wood as a resource to construct a building. Or the player can trade the wood for bread to feed their workers—who can then go chop down more wood.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 5, p. 93
including special nodes for the four economic functions (sources, drains, converters, and traders) discussed in the previous chapter.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 61–62
Converters turn resources of one kind into another.
- Daniel Cook, Value chains – A method for creating and balancing faucet-and-drain game economies, “Inputs and outputs”; “Sources”; “Transforms”; “Drains”
The resources flow mostly one way into a series of transforms to produce various other elements players desire.
- Ian Schreiber, Level 10: Final Boss, “What is an economic system?”
Resource destruction, where players either burn resources for some use in the game, or convert one type of resource to another.
Use it on your project
teardown-apply: hold "Resource generation and conversion" (generation-conversion) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal