The bottom line
A video game economy is a flow of resources through five entities: taps, inventories, converters, drains and traders. How each one is tuned sets the game's pace, its challenge and the choices players face.
Key takeaways
- Taps create resources and inventories hold them, so both shape what players do. 1:54
- Loot drops on enemies push players to fight, and unique materials in each biome push them to explore.
- A carry limit forces choices and stops players hoarding a thousand potions "just in case".
- Converters turn raw resources into useful ones, and their cost sets the pace of progress. 3:46
- If you know the XP needed for a level and the XP per kill, you know roughly how many enemies stand between you and new power.
- Metro: Exodus has two crafting materials that almost everything needs, so each craft locks out another and every choice counts.
- Converting resources into power can loop back on itself and create grind. 5:58
- Idle games and roguelikes use this positive feedback loop on purpose, and it can be addictive.
- The Witcher 3 cow exploit let players kill cows, sell the leather, meditate and repeat for infinite wealth.
- Designers break the grind by turning it into a puzzle, making it get harder, or adding drains. 7:43
- Factorio turns the loop into an optimisation puzzle of automation and layout.
- In Elden Ring, going from level 9 to 10 takes about 10 guards, but level 49 to 50 takes hundreds.
- Drains such as ammo, hunger, breakable weapons and lost runes remove resources, so players must keep replacing what they lose.
- Traders add prices that change, which gives players puzzles and risks and also opens new exploits. 12:09
- Witcher 3 merchants price items differently by shop and place, so players can buy cheap in one area and sell high in another.
- Moonlighter models supply and demand, and Animal Crossing turnips add a risky mini stock market.
As resources flow through the system, the way these entities are designed and balanced is going to change the pace, challenge, and feel of the game.
Mark Brown
Chapter summaries
0:00 Intro
A well-built economy steers how people play, and a badly built one breaks the game.
- An economy can shape behaviour, pace, choices and puzzles. 0:35
- Economies are hard to design and leave room for imbalance and exploits.
- Five basic entities, and the way they connect, make up a typical economy.
- The cow exploit surfaced soon after the game's 2015 launch, in the first village.
- The fix is promised for later.
1:23 What is an economy?
An economy is the flow of resources around a system, and almost every game has one.
- Resources are anything the player can collect. 1:27
- Coins, crafting materials, swords, experience points and ammo all count.
- Games as different as Stardew Valley and Pokemon share the same basic entities.
- Stardew Valley, Elden Ring, DOOM Eternal and Pokemon are all named as examples.
- Items that do nothing alone, like XP, still count as resources.
1:53 Entity 1: The Tap
A tap creates resources, and its flow decides how scarce and valuable they feel.
- Changing a tap's flow changes a resource's value and the game's pace. 2:38
- Survival horror makes ammo drops rare, while fast shooters make munitions plentiful.
- A broken tap can create economy-busting exploits.
- Taps can run automatically on a timer or need the player to mine them.
- Examples are a saw mill, a regenerating health bar and rocks that spit out iron ore.
- Showering health on glory kills pushes players to punch demons in the face.
3:04 Entity 2: The Inventory
An inventory holds resources, and whether it has a cap is a design choice.
- A cap makes players decide what matters most right now. 3:18
- An inventory can be a bag to rummage through or a simple counter like a coin wallet.
- A maximum carry weight or a tiny attache case forces hard choices.
- The limit also stops players amassing too much wealth.
- It pushes players to use resources instead of saving them forever.
3:46 Entity 3: The Convertor
| Ghost of Tsushima | Metro: Exodus | |
|---|---|---|
| Crafting materials | About 13 | 2: components, chemicals |
| How they're spent | Each tied to one upgrade | Almost everything needs both |
| Examples | Yew→bows, leather→armour, iron→sword | Ammo, mask filters, health packs |
| Does one craft block another? | Rarely | Yes, temporarily |
| Best for | Exploration, rare conversions | Hard decisions |
Converters turn inert resources into useful ones, and how many currencies exist decides how hard the choices are.
- Experience points and money do nothing until they are exchanged. 3:46
- Swords and guns are useful alone.
- A converter is anything that swaps one resource for another.
- Shops, crafting and levelling up are all converters.
- A shop makes players choose how to spend a limited pool of cash.
- Many currencies tied to single upgrades remove decisions. 4:57
- Ghost of Tsushima has about 13 materials: yew wood for ranged weapons, leather for armour, iron for the sword.
- Many currencies suit exploration, but few currencies spent on many things make choices hard.
- Upgrading one item rarely stops you upgrading another.
- Many currencies also let designers make some conversions much rarer.
5:58 Dealing with grind
Converting resources into power can loop into grind, but designers can break the loop.
- CD Projekt Red fixed the cow exploit with a monster. 7:07
- A patch months after launch added the "bovine defence force initiative".
- Killing six cows in White Orchard spawns a level 27 monster.
- The patch note was cryptic and never explained the feature.
- Grinding is repeating the same content to slowly amass power.
- A puzzle can make the power loop interesting. 7:43
- Factorio turns coal and iron into plates, then drills and furnaces.
- Players must find backlogs, keep up repairs and adapt to events like a drop below minus 100 degrees.
- Deadlines, rewards and competing nations push players to optimise.
- Satisfactory and Stardew Valley are fun for the same reason.
- A negative feedback loop pulls the system back to a status quo. 8:58
- Elden Ring's rune cost per level curves sharply upward.
- Farming weak enemies becomes ineffective, so players explore and take risks.
- The cost of conversion rises in lock step with the player's level.
- Players are pushed to fight tougher monsters.
9:48 Entity 4: The Drain
Drains remove resources for good, which slows growth, forces action and adds risk.
- Drains send players back to the tap without making them stronger. 9:55
- Breakable weapons, lost health or units, taxes, hunger and spent ammo are all drains.
- Players spend time and resources just to patch up their losses.
- Every bullet fired drains the ammo count.
- This mirrors the power-gaining loop, but nothing is gained.
- Drains also push players to act, change tactics and take risks. 10:36
- A hunger meter forces a search for food, and spoiling crops must fit your schedule.
- Zelda's breakable weapons push you to try new swords and explore for more.
- In Elden Ring, runes are lost on death, so danger grows with the runes you carry.
- In Death Stranding, more boxes mean more payout but a higher chance of a fall and destroyed cargo.
- Drains can become a downward spiral. 11:41
- In Monopoly, each loss leaves you less able to compete, heading toward bankruptcy.
- The same problem appears in XCOM, where losing units weakens you further.
12:09 Entity 5: The Trader
Traders act like other players with their own stock and rules, which makes trade a puzzle and a risk.
- Traders hold their own inventory and trade by their own rules. 12:14
- The nations and city states in Civilization work this way.
- A plain shop is just a converter, like a vending machine.
- Witcher 3 merchants each have their own items and wallet.
- Prices vary by shop type and location, so players buy cheap in one area and sell high in another.
- Traders can create a runaway wealth loop, so designers add limits. 13:15
- Moonlighter models supply and demand, so flooding the market drives the price down.
- Animal Crossing turnips add risk, since the price changes daily.
- Turnips bought on Sunday drain away the next weekend if the price never rises.
- The mini stock market adds decisions: how much to risk, and what reward is right.
14:22 Conclusion
Taps, inventories, converters, drains and traders together shape a game's pace, challenge and feel, and fixes can open new exploits.
- The model does not cover every game. 14:53
- Simple games may skip some entities or routes.
- It does not describe massively multiplayer games or those with real-world money transactions.
- Fixing one exploit can create another. 15:13
- The monster spawned in White Orchard to stop cow farming could be killed for a valuable head.
- Spawning it only needed a few dead cows.
- The devs patched again so the monster spawns only once.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Maps a typical game economy as five entities (tap, inventory, converter, drain, trader) and shows how tuning each one changes pace, decisions and risk. The Witcher 3 cow-farming exploit and CD Projekt Red's two failed patches make the lesson stick.
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