ABSTRACT

In this chapter, the authors use the term “resources” very broadly to mean any thing they can trade in exchange for another thing. Currency is an all-purpose resource, which allows a player to trade some of its quantity in exchange for something else, be it other resources, information, or a savings of time. While some games have no currency or an economy in which players trade one item for another, there is typically an all-purpose resource which is used to purchase things in a game. In games that measure character or player growth over time, there is an economy of experience. For roleplaying games, character progression is core to form and that progression is often measured in terms of experience. Identify any parts of the game that have either particularly large numbers of rewards or a small number of very strong rewards (such as a weapon found in a certain place that is far more powerful than anything before it).