Economics (Question) - Casual Games
by Aditya Kulkarni · in Game Design and Creative Issues · 01/13/2011 (11:53 am) · 4 replies
Played through some Time Management games this week. Fundamentally, they have goals (Normal, Expert, Master), and player earnings per customer. What criteria (Time taken to complete level, motivation at regular intervals??) should we look at when deciding how much the player earns through world objects?
More directly, "How do you decide the numbers while designing?"
More directly, "How do you decide the numbers while designing?"
#2
02/09/2011 (11:50 pm)
Keeping any part of the game design easy to tweak is key to getting things just how you want them, then its just a case of refining things like Rich says a little at a time.
#3
@Andy: Modular, modular. Gotcha!
Makes things clearer, thanks guys. Would love to hear more on this.
02/12/2011 (4:42 am)
@Rich: Maddening? More like groping in the dark wearing shades.@Andy: Modular, modular. Gotcha!
Makes things clearer, thanks guys. Would love to hear more on this.
#4
How do you win? Are individual missions separate bits of fun, or does the amount of success carry over? Is it possible to lose the overall game if you don't succeed really well on individual missions? What are the obstacles? Merely gaining enough resources, passive competition (AI players trying to reach the same goals in a multiplayer solitaire sort of way), active competition (competing for resources), aggressive competition (sabotage)? Does quality of products matter? Would it be a function of time spent on it? What sort of upgrades to people, machinery, locations are available?
Make the items, tweak numbers as you play your own test missions. Finishing in different times should result in different ratings, which is a nice carrot to hang in front of the player. If resources carry over from each, that's some real incentive.
02/12/2011 (8:33 pm)
A few things I'd ask myself if designing a time management game:How do you win? Are individual missions separate bits of fun, or does the amount of success carry over? Is it possible to lose the overall game if you don't succeed really well on individual missions? What are the obstacles? Merely gaining enough resources, passive competition (AI players trying to reach the same goals in a multiplayer solitaire sort of way), active competition (competing for resources), aggressive competition (sabotage)? Does quality of products matter? Would it be a function of time spent on it? What sort of upgrades to people, machinery, locations are available?
Make the items, tweak numbers as you play your own test missions. Finishing in different times should result in different ratings, which is a nice carrot to hang in front of the player. If resources carry over from each, that's some real incentive.
Rich H
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Believe me I know how you feel about assigning numberical representations of goal based game, it can get a bit madding at times ;-)