Playing with Balance: Game Economy Design
暫譯: 平衡遊戲:遊戲經濟設計

Clark, Oscar

  • 出版商: CRC
  • 出版日期: 2026-03-27
  • 售價: $2,530
  • 貴賓價: 9.5$2,403
  • 語言: 英文
  • 頁數: 397
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 1032971592
  • ISBN-13: 9781032971599
  • 相關分類: 遊戲設計 Game-design
  • 尚未上市,無法訂購

商品描述

Playing with Balance: Game Economy Design is your guide to understanding why games are unlike any other medium: they are built on verbs, not nouns. Players don't just watch or read - they do. Every choice, action, and interaction forms part of a living system designed to engage, challenge, and reward.

Great game economies are about far more than numbers or virtual currencies. They are intricately designed systems that blend anticipation, frustration, fear of missing out, and the relief of success. Through systems thinking, we can create experiences that keep players coming back - not through manipulation, but by balancing curiosity, challenge, frustration, and satisfaction across days, weeks, and months of play.

Oscar introduces the three loops of engagement - Core, Context, and Culture - showing how they build authentically on intrinsic player motivations to create value loops that feel desirable, meaningful, and fair. These foundations provide a framework for designing progression, difficulty, and rewards that truly resonate with different kinds of players. You'll discover why ethical design isn't just the right thing to do, but a commercial necessity - and why short-term exploitative tactics inevitably undermine long-term loyalty and success.

Drawing on deep industry experience and insights from leading designers, this book combines diverse perspectives with practical tools to help you calculate value, balance economies, and adapt from launch through LiveOps.

Whether you're building a small indie project or running a massive live game, Playing with Balance: Game Economy Design gives you the tools to craft mechanics that feel alive.

商品描述(中文翻譯)

《玩平衡:遊戲經濟設計》是您理解遊戲與其他媒介不同之處的指南:遊戲是建立在動詞上,而非名詞。玩家不僅僅是觀看或閱讀——他們是在行動。每一個選擇、行動和互動都是一個活生生的系統的一部分,旨在吸引、挑戰和獎勵玩家。

優秀的遊戲經濟不僅僅是數字或虛擬貨幣。它們是精心設計的系統,融合了期待、挫折、錯失恐懼和成功的解脫。通過系統思維,我們可以創造出讓玩家不斷回來的體驗——不是通過操控,而是通過在數天、數週和數月的遊玩中平衡好奇心、挑戰、挫折和滿足感。

奧斯卡介紹了三個參與循環——核心(Core)、背景(Context)和文化(Culture),展示了它們如何真實地建立在內在玩家動機之上,創造出感覺渴望、有意義且公平的價值循環。這些基礎為設計進展、難度和獎勵提供了一個框架,真正與不同類型的玩家產生共鳴。您將發現,倫理設計不僅僅是正確的做法,更是一種商業必要性——而短期的剝削性策略必然會削弱長期的忠誠度和成功。

本書借鑒了深厚的行業經驗和來自領先設計師的見解,結合多元的觀點和實用工具,幫助您計算價值、平衡經濟,並從啟動到運營中進行調整。

無論您是在建立一個小型獨立項目還是運行一個大型在線遊戲,《玩平衡:遊戲經濟設計》都為您提供了打造生動機制的工具。

作者簡介

Oscar Clark is a pioneer in mobile and connected games. He has been working with online games since 1998 running British Telecom's online games platform, Wireplay. Since then, he has been global lead for games for Hutchison Whampoa and their mobile operator Three in the UK, the most successful mobile games platform in terms of revenue per user in the world in 2005. In 2006, He headed mobile strategy at Nvidia, where he led efforts to bring 3D gaming to mobile phones. He was also Home Architect for Sony's Online Virtual World, PlayStation Home and Evangelist for Ads at Unity Technologies. He is currently the CEO at Fundamentally Games, a PC and mobile games publisher focused on the distribution of live service games. Additionally, he works with the team at SteelMedia as a Contributing Editor.

作者簡介(中文翻譯)

奧斯卡·克拉克(Oscar Clark)是行動及連線遊戲的先驅。他自1998年以來一直從事線上遊戲,負責英國電信的線上遊戲平台 Wireplay。此後,他成為和記黃埔及其在英國的行動運營商 Three 的全球遊戲負責人,該平台在2005年是全球每位用戶收入最高的行動遊戲平台。2006年,他在Nvidia負責行動策略,領導將3D遊戲帶入行動電話的工作。他還曾擔任索尼線上虛擬世界 PlayStation Home 的家庭架構師,以及Unity Technologies的廣告推廣專家。目前,他是 Fundamentally Games 的首席執行官,該公司是一家專注於發行即時服務遊戲的PC和行動遊戲出版商。此外,他還作為貢獻編輯與SteelMedia團隊合作。