April 2018
Beginner
476 pages
14h 4m
English
Pacing and balancing of Free to Play games is a very delicate process. Slow things down too much, too early, and you risk your players growing bored or giving up in frustration. Maintain a quick and steady pace, and you'll burn through your content and remove any time and effort-based incentives to spend.
The only way out of this conundrum is to employ a degree of exponential growth in your economy, but blindly multiplying the costs and requirements can quickly get out of hand. By using a critical vector of progression (described in detail back in the scoping and balancing chapters), you'll be able to model your economy with paying and non-paying players in mind, and better understand the longevity of your content. ...