About the author
Olha Semykina
Passionate & Results-driven Game Producer with a 10-year background in the gaming industry.
AnalysisHighlightsJournal 12 Olha Semykina June 13
When we talk about Game Economy, we often focus on numbers:
But to drive Retention and Revenue, we need to ask deeper questions:
But to build THAT kind of Economy:
In general, players DON’T judge Value in isolation.
What really matters is: How values relate to each other.
Value is all about comparison.
300 coins mean nothing on its own, until you ask:
Let’s look at an example from Hexa Sort.
What can you get for 300 coins in this game?
Now let’s talk about the actual Value of $1.99 — the Smallest Pack in the game.
For that price, you get:
BUT here’s the problem:
Let’s imagine:
Is it a good design choice or not? I’ll let you decide 😉
So, what about Ads?
Depending on the placement, it gives you from 15 to 100 coins.
It’s like buying a bottle of water:
Same water — but the price changes depending on the place.
Additionally, an Ad may even give you a Revive.
In other words: A single Ad can give you what the cheapest $1.99 purchase CAN’T.
With Boosters we may see the great example of Designed Irrationality.
It’s not a trick — it’s Strategic Imbalance
that drives the behavior we want
Players feel like they’ve tricked the system.
They’re not thinking about what the booster does —they’re focused on:
When we say “Currency”, we usually think of In-Game Currency OR Real Money.
But that’s just one layer.
In reality, Time, Ads, even the player’s Attention and Patience — ALL of that is currency too.
TIME
One of the most valuable resources — in games and in life.
And in games, it shows up in 2 ways:
MONEY
Very often, the alternative to Time is Money
We all know this setup:
And there’s one more thing:
Players often justify small purchases by comparing them to Everyday things.
$1.99? That’s just a cup of coffee — no big deal.
ADS
Another trending currency.
Watching an Ad also takes time. But more importantly, it costs Patience.
And that’s a limited resource too.
Let’s look at a real example from Travel Town.
When you show ALL 3 currencies side by side, you let the player choose what works best for them.
Need 100 energy?
You’ve got 3 ways to get it:
Same reward — different ‘price’.
Let’s look at another example from Disney Solitaire.
This time, let’s measure Value by: How many Games the player can actually play?
I like this kind of Contrast.
It shows just how much more Value a Purchase brings.
But let’s be real — that Hourly Bonus feels stingy.
Here’s what my session often looks like:
Just 2 minutes.
Not even enough time to get Engaged — let alone want to Pay.
Let’s talk about something you won’t find in Spreadsheets
But it’s what really Defines Retention — Emotions.
Emotion is what turns Actions into Habits.
It’s what makes players come back, again and again.
So if you want players to Get Hooked — you need to reward actions with positive feelings. Make them feel lucky, smart, powerful — whatever works.
A purchase is the perfect moment to Anchor Emotion.
Want players to buy again?
Make them feel like Royalty. Like they just hit the Jackpot. Like the universe is on their side.
If they feel lucky, they’re more likely to repeat the action.
Even if they don’t fully realize why.
“A purchase is like a first date, if they want to come back for more, you did it right :)”
Emotions are great, but Players also need to understand the Value.
And that means 2 things:
Let’s look at this screen from Royal Match.
The 1st pop-up tells you what you’ll GET:
But IF that’s not enough…
Here comes the 2nd screen — showing everything you’re about to LOSE.
And that hits harder.
Because sometimes players pay: Not to Win — but Not to Lose.
And here’s one of the most powerful tools in games — Loss Aversion.
Pleasure from Gain is nice … but Pain from loss? Way more powerful
That’s what Loss Aversion is about.
You can offer a Bonus, and players will think about it.
But show them what they’re about to Lose? They’ll act fast to protect it.
If something looks juicy, it feels Valuable.
Your job is to Trigger the Desire, NOT a Calculation
The less players think, the faster they buy.
This offer doesn’t explain value — it shouts it.
By the time logic asks, “Do I really need this?” — the impulse has already hit “BUY”.
When I saw this, logic went out the window.
12 rewards?!
I didn’t even check what’s inside.
Let’s look at the Wheel of Fortune (one of my favorite features) from Slotomania.
This is a great example of how good Economy works hand-in-hand with Visuals.
What’s the first thing you see on the Wheel?
Of course, the 3 biggest prizes.
And that’s the trick:
In fact, the Average payout here is about 900K.
But let’s be real — no one spins thinking about the average.
Emotionally? Players see a shot at the Jackpot — 4M+
And that feels exciting
Another reason why the Wheel feels so fun is High Volatility.
Let’s talk about What High volatility means and why it works.
Here are 2 reward systems
They have the same AVG value, but feel completely different.
Let’s look at 2 more great examples from Merge games — Gossip Harbor and Travel Town.
Don’t just give rewards. Gamify them.
Add Volatility, add Chances, add Fun.
Players don’t pay for average — they pay for anticipation.
Like in a lottery, it’s not just about the prize —it’s the Hope and Hype before the reveal.
About the author
Passionate & Results-driven Game Producer with a 10-year background in the gaming industry.
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