英文原文
Analysis of the Economy System in Games
ABSTRACT
In the past, people thought that games were only played by children, but now in more than ten years of operation, from computer stand-alone games to mobile multiplayer games, more and more people with consumption power have entered the game market, which has brought a lot of benefits to the game. And because of the existence of a lot of benefits, game planners have designed a unique system for the game. That is the economic system in the game. A good economic system needs accurate data and special forms of maintenance and creation. When an economic system runs well, it will bring strong satisfaction to players and make them eager to pay in the game. Balance is the most important standard in the game economic system, so the balance between pay and output makes players think that their money and time are worth it. If the time and money paid are matched with the growth of characters, this is a good economic system. This paper analyzes the economic system of games and how do game designers design games through the economic system. Through analysis, the author finds that their good transformation of the economic system will greatly promote the consumption enthusiasm of players, and increase a large number of player downloads and the company's income.
Keywords Economic System, Input and Output, Enthusiasm, User Experience
1. INTRODUCTION
Currently, on a global scale, the game has become a commodity and has a large market that contains huge capital flows. With billions of money flowing every day in games, the system in games also gradually move towards the in-game economy. Because of the development of today's Internet technology, the fast pace of life and the prevalence of social culture, more and more people yearn for free mobile multiplayer games. Free mobile games are different from the One-off purchase games, because they have no direct profit, and the birth of the in-game economy system solve the problem. After the players pay, the in-game economy system will change the role of the players in the numerical and non-numerical aspects, such as roles of players to look better. And the game with the best economy will get the most enthusiastic payments. How to create a more balanced economic system in the game is the topic the author wants to study in this paper. The author will analyze how to build a stable economic system. Now, a lot of people don't understand the game there is such an economic system, and they don’t know the game planners play the role of the high influence. Therefore, this paper will let more people know what game planners do, and give people a clear understanding of the game's economic system to make them more rational when they spend their time and money in the game.
2. THE BASIC SETTING OF THE ECONOMIC SYSTEM
2.1. The process of the game
Simply put, the process of a game can be easily understood as a circular process, as the player grows through the game.
2.1.1. Growth opportunities
(1). Improved ability stats, such as damage stats and defense stats, allow them to have a better experience interacting with players.
(2). Or the social relationships in the overall game are improved. Some game unions are established, and players become the leaders of the unions as they grow up.
(3). In addition, players will spend less time and money on the game play to get better returns after they become familiar with the game play. In such an environment, players can know whether their own growth is effective by verifying that their growth is effective.
2.1.2. Verification mode
(1). Players can interact with the system through Player VS Enviroment(PVE). For example, they can be more relaxed through the levels set in the game and have a better ranking in the game system.
(2). Besides, players can interact with other players to verify the validity of his growth, and this way is called Player VS Player(PVP). Players can interact with players who spend less than they do, and with players who spend more than they do, to see if their growth is effective
This constant cycle of games is growth and verification.
2.2. Five components of the economic system in games
The economy system in the game is represented specifically by five modules,
(1). The first is output, that is the player's output to the game,such as output of time and paid output. Actually, paid output refers to the output of buying time, paying for time that the player should have spent playing the game.
(2). The second one is circulation, which is mostly the resource transaction between players. Players can obtain better resources through intermediary purchase, store sale and other means.
(3). The third is accumulation, which means that the items acquired by the player through production have not yet been converted into resources or consumed as resources to promote the player's growth.
(4). The fourth is consumption, which means removing all resources and allowing resources to increase the character's growth.
(5). The fifth is growth, which is the result of consumption.
2.3. Core purpose of the economic system
The most important part is how to ensure users’ experience. The following five parts of the economic system are the basis to meet the user experience, and this part is also the most important and profitable part of the game.
(1). The first is the paid experience, which is the process of how to satisfy players' desires and feedback after paying the cost. By adjusting daily output and resource purchase price to match players' paying ability, the time value of players' paid purchase can meet their expectations.
(2). The second is the growth experience. That is, game designers need to consider how to ensure that the consumption of resources is matched with the ability to be improved.
(3). The third is value experience, a process in which players trade output resources through circulation to realize time value and probability value. By defining the gameplay of circulating items and resources reproduction, players can exchange their daily time for circulating currency, and players can earn premium returns for rare, low-probability outcomes in random gameplay.
(4). The fourth is the gameplay verification experience. After players grow up, they need to verify their numerical attributes. By adjusting the paid experience/growth experience of players with different paying abilities, we allow all players, from free (the lower end of the number) to paid (the upper end of the number), to have the desired experience during gameplay. If some players can't participate in the gameplay due to the low value, that is, they can't get the gameplay experience. Or some players break the gameplay due to numerical overflow, i.e., the gameplay experience is mismatched; Then there's something seriously wrong with the gameplay validation experience.
3. DESIGNS BASED ON THE COMPONENTS OF THE ECONOMIC SYSTEM
Usually, game planning will select three parts of output, circulation and consumption in the five parts of the economic system for activity design.
3.1. Game Designs based on Output
3.1.1. Three types of Designs based on Output
As a basic model of output, the game will be designed into three types.
(1). The first step is welfare, which is a design that greatly satisfies players' payment experience. Generally speaking, the output and consumption of resources in the game are equal, and the formula is “output = consumption”. But in welfare design, planners usually design that the output is far greater than the deserved value of the time consumed by the players. This design will greatly improve the satisfaction of the players themselves, because they will get several times more returns for their efforts. The formula is “output × resource price > cost performance ratio of paid time × time”. So there's an incentive for them to invest more in the game when they pay or invest their time.It can be simply expressed as the formula “output × 10 = consumption × 10”. The significance of this is to put the nominal value, which means to enlarge the output consumption shown in the history of the game, so that players think they get more output, save the real investment cost, and players get more output by investing less cost in reality
(2). The second form is the balanced type, which can also be understood as equal pay and output. The formula can be expressed as “output × Resource price = payment time cost performance × Time”, and this form of output exists in the daily activities of the game. People can get a certain amount of resources after spending the same amount of paid time cost every day, which is the guarantee to promote players to enter the game every day. As a standard, it measures the difference between balanced and welfare output models. Only when there is a comparison can enthusiasm be generated. Players will get equal resources from the time payment cost paid in the daily balanced output model, and then they will generate a lot of enthusiasm for the welfare output activities in the activity. This is like a cycle. They will endure in the balanced output activities, and then pay their own time payment cost in the welfare activities. Then, they will enter the balanced output activity for the second time and wait for the next welfare activity. The balanced output activity is also an essential part of highlighting the welfare activities and the basic role of the economic system, which enables the players to supply and demand each other and promote the circulation cycle.
(3). Tight type, which is an output model based on players' payments. The formula is “output < consumption”. It is the players who have a lot of wealth in reality and are willing to invest in the game. They are not satisfied with the balanced output model of daily consumption, They want to further increase their role value and have a certain vanity in the social networking of the game. This is a way to plan and design to further improve the income of the game. The game is a tool for some people to show off their wealth. The shopping mall circulation currency purchase supplement can promote the circulation cycle, maintain the scarcity of rare props, and ensure the participation of playing methods.
3.1.2. output model and the user's consumption experience
How does the output model meet the user's consumption experience. The payment formula can be expressed as“payment time ratio × Standard output value = actual output × price level”. The payment formula can be expressed as “payment time ratio × Standard output value = actual output × Price level”, which indicates the difference between payment and output, and where there is a price gap, there is price discrimination. It usually refers to the price difference between different sales prices or charging standards between recipients when the provider of goods or services provides goods or services of the same grade and quality to different recipients. The first type of price discrimination is to adjust the prices in the minds of players at different levels one by one. When players have a higher recharge amount in the game, such players will have a lower price to buy goods than others. The second is to discount according to the quantity purchased by players. The quantity directly affects the cost of payment time spent by players. Therefore, when players buy more products, they will have a higher discount, which promotes the desire of players to buy more goods and indirectly increases the time payment cost invested by players. The third is to carry out differentiated design according to the identity of consumers, such as the identity of players when paying, student specific discounts, or higher welfare time on weekdays. For example, it is the difference between the products purchased by players. The product is limited, has a higher configuration, and has a different color from others. For example, the time cost gap, such as the use of coupons and regular discounts.
The effect of price discrimination is to make paying players get more resources faster, but they need to pay an additional price. Ordinary players get fewer resources slowly, but the price is more affordable. Players in each payment layer find the expected payment time in the two dimensions of cycle and quantity, which is the desired effect of price discrimination.
3.2. Game Designs based on circulation
3.2.1. currency design
Value scale recharge currency; Means of circulation currency; Payment method game currency
(1). In game design, cash in the real world will be used as the price scale in the game, and players can clearly recognize the value of items in the game by comparing cash in reality as a standard to measure value.
(2). In circulation, players price their own commodities based on changes in currency, and use currency value to evaluate the value of their circulating commodities to increase or decrease prices.
(3). A special conversion mechanism will be set up in the game. When players recharge, they will get game currency with the same value. This is the general currency they can use in the game and can pay for the products they need.
3.2.2. Circulation form
(1). Double entry circulation
The economic system provides a standard price for buying and selling, and Double entry circulation is a circulation mode in which players affect the system pricing through purchase and sale volume. This intermediary form of systematic pricing is usually used for the circulation of homogeneous goods.
(2). Set up a stall
It refers to the circulation mode of selling, providing goods and pricing for purchase, and selecting and purchasing. This form of selling and pricing is usually worse than the Double entry circulation.
(3). The circulation of heterosexual goods.
Auction refers to the circulation of goods provided by the seller and purchased by the buyer through bidding. This form of buyer priced auction is usually used for the circulation of rare goods.
3.2.3. Basic experience
(1). Value experience the definition of value experience is the process in which players trade output resources through circulation to realize time value and probability value. Hypothesis of value experience process “the randomness of resource output in the game makes the player's actual income in a range".
(2). Value experience application
Through this equation, planning can adjust the experience related to the circulation value of the series. The balance between growth experience and value experience. Planning reserves space between the lowest cost and the expected cost when designing the growth system. Such design can enable players to produce value experience, and this space becomes a revenue deviation. However, the planning should not make the player's growth experience too poor in design. There will be no big gap between the expected and actual harvest, and sometimes the harvest will be higher than expected. The balance between selling surplus and buying surplus is also a direction of planning and design. Adjusting the cost paid by the Seller itself or the cost they expect can make the value experience of the buyer and the seller change. For different circulating goods, the market is divided into buyer's preferential market and buyer's preferential market. You can choose to prefer the seller or buyer, and make joint decisions according to the player attributes of both parties, payment ability and other factors.
(3). The motive force of circulation surplus is resource surplus. Only when resources are surplus can players have the desire to buy and sell resources. There are two forms of expression in the game. The first absolute surplus is based on the surplus of players' accumulated differential production. Because the time and payment paid by players in the game are different, the amount of resources players get in the game will be different; The resource surplus of differential production caused by time and payment accumulation is called absolute surplus. The second is called relative surplus, and it is based on the difference between players' occupations and playing methods. Due to the differences of players' occupations and main playing methods in the game, there will be differences in the amount of resources that players need to consume in the game. The excess resources produced based on the differences of occupations and playing methods are called relative surplus.
3.2.4. Circulation experience design
The probability value is based on the resource circulation behavior caused by the difference in risk cognition. In the gambling method, risk averse players prefer to sell gambling materials and obtain circulating currency stably. When the risk is relatively small, players tend to collect materials for gambling, and then sell the finished products to risk averse players to return the circulating currency. In this way, the transaction cycle of materials and finished products between the risk averse players and the risk averse players is completed, and the circulation of money is also completed. When the risk is relatively high, the probability of players in the game will realize value in circulation. Players can obtain low probability results through random play, and can obtain additional returns to other players through trading in the circulation system to realize the probability value.
3.3. Game designs based on consumption
The third part is consumption, which is the part that reflects the growth and change of the player's role to the greatest extent, so the design here is essential.
(1). Designed consumption types the first is the welfare type. Players can spend a small amount of resources to achieve greater growth. The formula can be expressed as “consumption × resource price < attribute value × attribute cost performance”. For example, in terms of character skills, players can obtain higher-level skills after spending fewer resources. The second type is the balanced type, which is a consumption form that exists when players improve their character's ability every day. The formula is “consumption × Resource price = attribute value × Attribute cost performance”. The third type is recycling, which uses the players' cognitive differences in the value of the items themselves to recycle the items, recycle different resources in the hands of the players in the same way, or recycle the same type of resources at a discount, which is the guarantee to maintain the balance of output and consumption in the game.
(2). Randomness designed to serve the consumption model.
The advantage of growing randomness increases the gameplay. The uncertainty of the result allows players to have a good game psychological experience, and creates probability value players win low probability in random play, and trade the probability result to other players through the circulation system to obtain premium income. Narrow the gap between the rich and the poor, because there is a big gap in the actual income between players. The value consumed by getting the same attribute value will be different. This part of the difference can narrow the gap between the rich and the poor. Increase the consumption space when the player has a direct difference in transportation, the actual consumption will be greater than the total consumption, that is, increase the consumption space.
4. CONCLUSION
This paper mainly analyzes the economic system hidden in the game, discusses how the economic system acts on the players, connects the rational economic system with the perceptual player experience, and then introduces a small amount of game design. The limitation of this article is the lack of some data as the supporting point of the article, and then there is no introduction of some examples, which is the limitation of this article. In the future, the author will uses specific games and data to analyze how economic systems in games are designed.
中文翻译
游戏经济系统分析
摘要
过去,人们认为游戏只是儿童玩的,但如今在十多年的运营中,从电脑单机游戏到手机多人游戏,越来越多有消费能力的人进入游戏市场,这给游戏带来了很多好处。由于存在大量利益,游戏策划者设计了一个独特的系统,即游戏中的经济系统。一个好的经济系统需要准确的数据和特殊的维护与创造形式。当经济系统运行良好时,会给玩家带来强烈的满足感,并使他们渴望在游戏中付费。平衡是游戏经济系统中最重要的标准,因此付费与产出的平衡让玩家认为他们的金钱和时间是值得的。如果付出的时间和金钱与角色成长相匹配,这就是一个好的经济系统。本文分析了游戏的经济系统以及游戏设计师如何通过经济系统设计游戏。通过分析,作者发现他们对经济系统的良好改造将极大地促进玩家的消费热情,并增加大量玩家下载和公司收入。
关键词 经济系统,投入与产出,热情,用户体验
1. 引言
目前,在全球范围内,游戏已成为一种商品,并拥有一个包含巨大资本流动的大市场。每天有数十亿资金在游戏中流动,游戏中的系统也逐渐向游戏内经济靠拢。由于当今互联网技术的发展、快节奏的生活和社交文化的普及,越来越多的人向往免费手机多人游戏。免费手机游戏不同于一次性购买游戏,因为它们没有直接利润,而游戏内经济系统的诞生解决了这个问题。玩家付费后,游戏内经济系统将在数值和非数值方面改变玩家的角色,例如让玩家的角色看起来更好。经济系统最好的游戏将获得最热情的付费。如何在游戏中创建一个更平衡的经济系统是作者想在本文中研究的主题。作者将分析如何构建一个稳定的经济系统。现在,很多人不了解游戏中存在这样的经济系统,也不知道游戏策划者扮演着高影响力的角色。因此,本文将让更多人了解游戏策划者的工作,并让人们清楚地了解游戏的经济系统,使他们在游戏中花费时间和金钱时更加理性。
2. 经济系统的基本设定
2.1. 游戏过程
简而言之,游戏过程可以很容易地理解为一个循环过程,玩家通过游戏成长。
2.1.1. 成长机会
(1). 能力属性提升,如伤害属性和防御属性,使他们与玩家互动时有更好的体验。
(2). 或者整体游戏中的社交关系得到改善。一些游戏公会成立,玩家在成长过程中成为公会的领导者。
(3). 此外,玩家在熟悉游戏玩法后,将花费更少的时间和金钱在游戏玩法上以获得更好的回报。在这样的环境中,玩家可以通过验证自己的成长是否有效来了解自己的成长是否有效。
2.1.2. 验证模式
(1). 玩家可以通过玩家对环境(PVE)与系统互动。例如,他们可以通过游戏中设置的关卡更轻松,并在游戏系统中获得更好的排名。
(2). 此外,玩家可以与其他玩家互动以验证其成长的有效性,这种方式称为玩家对玩家(PVP)。玩家可以与花费比自己少的玩家互动,也可以与花费比自己多的玩家互动,以查看自己的成长是否有效。
这种不断的游戏循环就是成长和验证。
2.2. 游戏经济系统的五个组成部分
游戏中的经济系统具体由五个模块表示,
(1). 第一个是产出,即玩家对游戏的产出,如时间产出和付费产出。实际上,付费产出指的是购买时间的产出,支付玩家本应花费在玩游戏上的时间。
(2). 第二个是流通,主要是玩家之间的资源交易。玩家可以通过中介购买、商店销售等方式获得更好的资源。
(3). 第三个是积累,指的是玩家通过生产获得的物品尚未转化为资源或作为资源消耗以促进玩家成长。
(4). 第四个是消费,指的是移除所有资源并允许资源增加角色成长。
(5). 第五个是成长,这是消费的结果。
2.3. 经济系统的核心目的
最重要的部分是如何确保用户体验。经济系统的以下五个部分是满足用户体验的基础,这部分也是游戏最重要和最盈利的部分。
(1). 第一个是付费体验,即如何满足玩家付费后的欲望和反馈的过程。通过调整每日产出和资源购买价格以匹配玩家的支付能力,玩家付费购买的时间价值可以满足他们的期望。
(2). 第二个是成长体验。也就是说,游戏设计师需要考虑如何确保资源消耗与要提升的能力相匹配。
(3). 第三个是价值体验,即玩家通过流通交易产出资源以实现时间价值和概率价值的过程。通过定义流通物品的游戏玩法和资源再生产,玩家可以将每日时间兑换为流通货币,并且玩家可以在随机游戏玩法中为稀有、低概率的结果获得溢价回报。
(4). 第四个是游戏玩法验证体验。玩家成长后,需要验证其数值属性。通过调整不同支付能力玩家的付费体验/成长体验,我们允许所有玩家,从免费玩家(数值低端)到付费玩家(数值高端),在游戏过程中获得期望的体验。如果一些玩家由于价值低而无法参与游戏玩法,即他们无法获得游戏玩法体验。或者一些玩家由于数值溢出而破坏游戏玩法,即游戏玩法体验不匹配;那么游戏玩法验证体验就存在严重问题。
3. 基于经济系统组成部分的设计
通常,游戏策划会选择经济系统五个部分中的产出、流通和消费三个部分进行活动设计。
3.1. 基于产出的游戏设计
3.1.1. 基于产出的三种设计类型
作为产出的基本模型,游戏将被设计成三种类型。
(1). 第一步是福利型,这是一种极大满足玩家付费体验的设计。一般来说,游戏中资源的产出和消费是相等的,公式为“产出 = 消费”。但在福利设计中,策划者通常设计产出远大于玩家消耗时间的应得价值。这种设计将大大提高玩家自身的满意度,因为他们将获得数倍于努力的回报。公式为“产出 × 资源价格 > 付费时间性价比 × 时间”。因此,当他们付费或投入时间时,有激励他们在游戏中投入更多。可以简单地表示为公式“产出 × 10 = 消费 × 10”。其意义在于赋予名义价值,即放大游戏中显示的产出消费历史,使玩家认为他们获得了更多产出,节省了实际投资成本,并且玩家通过投入更少的实际成本获得更多产出。
(2). 第二种形式是平衡型,也可以理解为等额付费与产出。公式可以表示为“产出 × 资源价格 = 付费时间性价比 × 时间”,这种形式的产出存在于游戏的日常活动中。人们每天花费相同数量的付费时间成本后可以获得一定数量的资源,这是促进玩家每天进入游戏的保证。作为一个标准,它衡量平衡型和福利型产出模型之间的差异。只有存在比较才能产生热情。玩家将从日常平衡产出模型中支付的付费时间成本中获得相等的资源,然后他们将对活动中的福利产出活动产生大量热情。这就像一个循环。他们将在平衡产出活动中坚持,然后在福利活动中支付自己的付费时间成本。然后,他们将第二次进入平衡产出活动并等待下一次福利活动。平衡产出活动也是突出福利活动和经济系统基本作用的重要组成部分,使玩家相互供求并促进流通循环。
(3). 紧缩型,这是一种基于玩家付费的产出模型。公式为“产出 < 消费”。这是那些在现实中拥有大量财富并愿意投资游戏的玩家。他们对日常消费的平衡产出模型不满意,他们希望进一步提高角色价值,并在游戏的社交网络中具有一定的虚荣心。这是一种策划和设计方式,以进一步提高游戏收入。游戏是一些人炫耀财富的工具。商场流通货币购买补充可以促进流通循环,保持稀有道具的稀缺性,并确保游戏玩法的参与度。
3.1.2. 产出模型与用户消费体验
产出模型如何满足用户的消费体验。付费公式可以表示为“付费时间比率 × 标准产出值 = 实际产出 × 价格水平”。付费公式可以表示为“付费时间比率 × 标准产出值 = 实际产出 × 价格水平”,这表明了付费与产出之间的差异,并且存在价格差距的地方就有价格歧视。它通常指的是当商品或服务提供者向不同接受者提供相同等级和质量的商品或服务时,不同接受者之间的销售价格或收费标准之间的价格差异。第一种价格歧视是逐一调整不同层次玩家心中的价格。当玩家在游戏中有较高的充值金额时,这样的玩家将比其他玩家以更低的价格购买商品。第二种是根据玩家购买的数量进行折扣。数量直接影响玩家花费的付费时间成本。因此,当玩家购买更多产品时,他们将获得更高的折扣,这促进了玩家购买更多商品的欲望,并间接增加了玩家投入的付费时间成本。第三种是根据消费者身份进行差异化设计,例如玩家付费时的身份、学生特定折扣,或工作日更高的福利时间。例如,这是玩家购买的产品之间的差异。产品是限量的,具有更高的配置,并且颜色与他人不同。例如,时间成本差距,如使用优惠券和定期折扣。
价格歧视的效果是使付费玩家更快地获得更多资源,但他们需要支付额外价格。普通玩家缓慢地获得较少资源,但价格更实惠。每个付费层次的玩家在周期和数量两个维度上找到预期的付费时间,这是价格歧视的期望效果。
3.2. 基于流通的游戏设计
3.2.1. 货币设计
价值尺度 充值货币;流通手段 货币;支付方式 游戏货币
(1). 在游戏设计中,现实世界的现金将被用作游戏中的价格尺度,玩家可以通过比较现实中的现金作为衡量价值的标准来清楚地识别游戏中物品的价值。
(2). 在流通中,玩家根据货币变化为自己的商品定价,并使用货币价值评估其流通商品的价值以增减价格。
(3). 游戏中将设置一个特殊的转换机制。当玩家充值时,他们将获得等值的游戏货币。这是他们可以在游戏中使用的通用货币,并可以支付他们需要的产品。
3.2.2. 流通形式
(1). 双录流通
经济系统为买卖提供标准价格,双录流通是一种玩家通过购买和销售数量影响系统定价的流通模式。这种系统定价的中介形式通常用于同质商品的流通。
(2). 摆摊
它指的是销售、提供商品和定价以供购买以及选择和购买的流通模式。这种销售和定价形式通常比双录流通差。
(3). 异性商品的流通。
拍卖指的是卖方提供商品、买方通过竞价购买的流通。这种买方定价的拍卖形式通常用于稀有商品的流通。
3.2.3. 基本体验
(1). 价值体验 价值体验的定义是玩家通过流通交易产出资源以实现时间价值和概率价值的过程。价值体验过程的假设“游戏中资源产出的随机性使玩家的实际收入在一个范围内”。
(2). 价值体验应用
通过这个方程,策划可以调整与系列流通价值相关的体验。成长体验与价值体验之间的平衡。策划在设计成长系统时在最低成本和预期成本之间预留空间。这样的设计可以使玩家产生价值体验,而这个空间成为收入偏差。然而,策划不应在设计上使玩家的成长体验太差。预期和实际收获之间不会有太大差距,有时收获会高于预期。销售盈余和购买盈余之间的平衡也是策划和设计的一个方向。调整卖方自身支付的成本或他们预期的成本可以使买方和卖方的价值体验发生变化。对于不同的流通商品,市场分为买方优惠市场和买方优惠市场。您可以选择偏向卖方或买方,并根据双方玩家属性、支付能力等因素做出联合决策。
(3). 流通盈余的动力是资源盈余。只有当资源盈余时,玩家才有买卖资源的欲望。游戏中有两种表达形式。第一种绝对盈余是基于玩家累积差异生产的盈余。由于玩家在游戏中付出的时间和付费不同,玩家在游戏中获得的资源数量将不同;由时间和付费积累引起的差异生产资源盈余称为绝对盈余。第二种称为相对盈余,它基于玩家职业和游戏方式的差异。由于玩家在游戏中的职业和主要游戏方式不同,玩家在游戏中需要消耗的资源数量会有差异。基于职业和游戏方式差异产生的过剩资源称为相对盈余。
3.2.4. 流通体验设计
概率价值基于风险认知差异引起的资源流通行为。在赌博方式中,风险厌恶型玩家更喜欢出售赌博材料并稳定获得流通货币。当风险相对较小时,玩家倾向于收集材料进行赌博,然后将成品出售给风险厌恶型玩家以返还流通货币。这样,风险厌恶型玩家和风险厌恶型玩家之间的材料和成品交易周期完成,货币流通也完成。当风险相对较高时,游戏中的概率将在流通中实现价值。玩家可以通过随机游戏获得低概率结果,并可以通过流通系统中的交易获得对其他玩家的额外回报以实现概率价值。
3.3. 基于消费的游戏设计
第三部分是消费,这是最大程度反映玩家角色成长和变化的部分,因此这里的设计至关重要。
(1). 设计的消费类型 第一种是福利型。玩家可以花费少量资源实现更大的成长。公式可以表示为“消费 × 资源价格 < 属性值 × 属性性价比”。例如,在角色技能方面,玩家可以在花费较少资源后获得更高级别的技能。第二种类型是平衡型,这是玩家每天提升角色能力时存在的一种消费形式。公式是“消费 × 资源价格 = 属性值 × 属性性价比”。第三种类型是回收型,它利用玩家对物品本身价值的认知差异来回收物品,以相同方式回收玩家手中的不同资源,或以折扣回收同一类型资源,这是维持游戏中产出和消费平衡的保证。
(2). 为消费模型服务的随机性设计。
成长随机性的优势增加了游戏玩法。结果的不确定性使玩家拥有良好的游戏心理体验,并创造概率价值 玩家在随机游戏中赢得低概率,并通过流通系统将概率结果交易给其他玩家以获得溢价收入。缩小贫富差距,因为玩家之间的实际收入存在很大差距。获得相同属性值所消耗的价值将不同。这部分差异可以缩小贫富差距。增加消费空间 当玩家在运输方面存在直接差异时,实际消费将大于总消费,即增加消费空间。
4. 结论
本文主要分析了游戏中隐藏的经济系统,讨论了经济系统如何作用于玩家,将理性的经济系统与感性的玩家体验联系起来,然后介绍了一小部分游戏设计。本文的局限性是缺乏一些数据作为文章的支持点,然后没有介绍一些例子,这是本文的局限性。未来,作者将使用具体游戏和数据来分析游戏中的经济系统是如何设计的。
文章概要
本文分析了游戏中的经济系统,探讨了其如何影响玩家行为并促进消费热情。文章指出,随着游戏市场的发展,经济系统已成为游戏设计的核心,通过平衡付费与产出、优化用户体验来驱动玩家参与。系统包括产出、流通、消费、积累和成长五个模块,设计上分为福利型、平衡型和紧缩型,以匹配不同玩家需求。流通设计涉及货币、交易形式和价值体验,而消费设计则聚焦资源利用和随机性,旨在增强游戏性和公平性。整体上,经济系统连接了理性设计与感性体验,旨在提升玩家满意度和公司收益。
高德明老师的评价
TA沟通分析评价 从TA沟通分析视角看,这篇文章展现了游戏经济系统如何巧妙地运用“成人自我状态”与“儿童自我状态”的互动。系统设计通过福利型产出激发玩家的“自由儿童”热情,而平衡型设计则引导“适应型儿童”形成日常习惯,这体现了对玩家内在心理状态的深刻理解和尊重。未来,这种设计有望更精细化地匹配不同玩家的自我状态,促进更健康的游戏互动。
焦点解决心理学评价 从焦点解决心理学角度,文章强调了经济系统的平衡性和用户体验的优化,这正体现了“聚焦解决方案”而非问题的思维。系统通过设计如福利活动来增强玩家的成就感和满足感,鼓励玩家看到投入的价值和成长的可能性。这种正向强化有助于玩家建立积极的游戏目标,未来可进一步探索如何通过系统设计支持玩家的自我效能感提升。
佛学专家角色评价 作为佛学专家,我欣赏文章中对平衡和体验的重视,这与佛法中的“中道”思想相契合。经济系统设计避免极端,力求在付费与产出、资源与成长之间找到和谐,这有助于减少玩家的贪执和焦虑,培养更理性的消费观。未来,这种系统可融入更多正念元素,引导玩家在游戏中体验当下的乐趣,而非单纯追求结果,从而促进内心的平静与智慧。