Using Math To Tune a Video Game's Economy
An anonymous reader writes: When the shipping deadline was approaching for The Witcher 3, designer Matthew Steinke knew there was a big part of the game still missing: its economy. A game's economy is one of the things that can make or break immersion — you want collection and rewards to feel progressive and meaningful. Making items too expensive gives the game a grindy feel, while making them too cheap makes progression trivial. At the Game Developers Conference underway in Germany, Steinke explained his solution.
"Steinke created a formula that calculated attributes like how much damage, defense, or healing that each item provided, and he placed them into an overall combat rating could be used to rank other items in the system. ... Steinke set about blending the sub-categories into nine generalized categories, allowing him to determine the final weighting for damage and the range of prices for each item. To test if it all worked, he used polynomial least squares (a form of mathematical statistics) to chart each category's price progression. The resultant curve (pictured below) showed the rate at which spending was increasing as the quality of each item approached the category's ceiling value."
"Steinke created a formula that calculated attributes like how much damage, defense, or healing that each item provided, and he placed them into an overall combat rating could be used to rank other items in the system. ... Steinke set about blending the sub-categories into nine generalized categories, allowing him to determine the final weighting for damage and the range of prices for each item. To test if it all worked, he used polynomial least squares (a form of mathematical statistics) to chart each category's price progression. The resultant curve (pictured below) showed the rate at which spending was increasing as the quality of each item approached the category's ceiling value."
As you say, you want to feel like your economic choices have consequence, and not just for your pocketbook. If I buy all the fish in town, then not only should the price of fish go up, but the fishing industry should spend its money in predictable locations and boost other industries.
As my subject line alludes, the real place this crops up again and again is in space games. If I'm buying and selling the complete available product of a planet in some particular industry, that should have significant effects. Or, if I blow up a bunch of cargo ships carrying spaceship parts, then that should have significant and immediately noticeable effects. Instead, none of this is true at all in basically any game but EVE.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
AKA economics and econometrics. "Least squares" (of whatever kind) is introductory stuff.
why won't you edit?
Most games seem to view currency as little more than a control mechanism. Which is why you get games that have 10s of currencies new ones being introduced just for the purpose of obsoleting the old ones.
The economy is one of the very few real weak points of Witcher 3. The article doesn't explain in detail what he did, but whatever it was: Don't do that, unless you have an otherwise master-class game to outweigh your mistake.
Like dictionaries?
Glad you cleared that up. I'm sure many people were labouring under the illusion that it was the underwater basket weaving type.
Seriously, who lets this shite in?
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
I'm missing something here. Why not let the economic system adjust itself, just like in the real world? Establish a marketplace, let people bid on selling and buying prices, and automatically set the value based on accepted bids -- just like the stock market. Values automatically track up and down based on supply and demand... am I oversimplifying the problem, or is the original article overcomplicating it?
I've abandoned my search for truth; now I'm just looking for some useful delusions.
I don't get what an "economy" has to do with this. It's a single player game and just how they calculated item costs. And that's it... nothing new and sure as heck not an economy. You'll note tons of games, multiplayer or not have static prices for items and this sounds like just another way of calculating those prices. It's not an economy.
The resultant curve (pictured below)
Where is it?
I originally read the headline as "Using Meth to Tune Videogames" and thought that explains a lot.
Calling someone a "hater" only means you can not rationally rebut their argument.
Bird entrails?
Wait a minute here. Is there an editor so clueless that they thought the notion of a game developer "using math" is headline-worthy? What's next, a story about how "programmers" are "using math"?
I'll bet they used "physics" and even "engineering" too!
What the hell?
You are welcome on my lawn.
It's a single player game, economy is irrelevant.
Magic Online, the digital version of the famous trading card game, is currently undergoing a kind of "economic recession". Basically, trading for cards is facilitated by event tickets (roughly $1 in value) and booster packs (containing 15 cards, roughly $4 in nominal value) that act as a digital currency. Events are entered using event tickets as payment and they pay out as booster packs to the most winning players. This is done to avoid gambling laws.
What has happened is that number of players entering events has gone down while the amount of booster packs floating around has increased, so that the going price for booster packs has fallen to around 2 tickets (so $2 equivalent). This has made entering events unattractive for all but the top players, since the expected value of the prizes to win are now half of what they should be, while the entry fees remain the same. This further drove the number of players down, with many people selling their collections and leaving Magic Online.
Several months ago Wizards of the Coast set up an "economy strike force" that supposedly consisted of several people with "advanced math degrees" to solve this conundrum of a depressed economy. They finally announced their "solution" some weeks ago. It was to double the entry fees and basically cut the prizes to 75% of the old one.
The economy predictable tanked even harder, leading to more players selling out.