Game Design Principles and the RP Economy
Posted: May 27th, 2024, 7:42 pm
Game Design Principles and the RP Economy
It’s Tonger again, back with another nerdy article. I’ve been noodling on this article over the past 3 seasons as I’ve gotten up to speed on the league and how it works. There’s an incredible amount of depth to the league and to the simulation engine itself, and much of the complexity of the game is built on RPs, which functions very similarly to a currency economy in a video game.
Obviously, the behavior that video game companies incentivize is to invest your real-life money for in-game benefits. Just as obviously, that’s not how we receive RPs. Instead, we invest our time - into trades, into SLN jobs, and most importantly, into content - in order to receive in-game benefits. We all want this time investment to be fun and rewarding.
A long time ago, I worked for a company that made highly addicting freemium games. Maybe 90% of what we spent our time thinking about was the in-game currency system, as it's the foundation for basically all of the game’s engagement and monetization. As part of onboarding, we wrote thank you cards to the “whales” - the users who spent the most money on in-game currency - and I later found out that the person I wrote a card to was a housewife from the midwest who spent in the high 5 figures in the prior month across multiple maxed credit cards.
So, from the perspective of using game design principles to make the league even more fun, the purpose of this article is to propose tweaks to optimize RP generation and spend. Some disclaimers:
- Some of these proposals will have more or less benefit for parts of the league and/or specific members.
- Some of these proposals are not novel and have already been implemented (awesome).
- For everyone who’s thinking “I’m not sure I want this game to be more fun” - we’re already addicted anyway.
I wanted to write while I still had a “fresh” perspective on the league - I hope you’ll find it interesting.
Game design principles:
Overall, as I hope we’ll all agree, the goal of the game is to have fun. Designing a currency system that not only enables but actively drives “fun” is fairly scientific. Obviously there’s a whole industry and many PhDs written on this, so I’ll cover only the principles most relevant to SLN.
So, putting this all together, here’s the list of targeted recommendations I’ve compiled over my first 3.5 seasons in the league.
RP Generation: Generally, the tweaks below are meant to move us further in the direction of economic parity and incentivizing ongoing activity.
It’s Tonger again, back with another nerdy article. I’ve been noodling on this article over the past 3 seasons as I’ve gotten up to speed on the league and how it works. There’s an incredible amount of depth to the league and to the simulation engine itself, and much of the complexity of the game is built on RPs, which functions very similarly to a currency economy in a video game.
Obviously, the behavior that video game companies incentivize is to invest your real-life money for in-game benefits. Just as obviously, that’s not how we receive RPs. Instead, we invest our time - into trades, into SLN jobs, and most importantly, into content - in order to receive in-game benefits. We all want this time investment to be fun and rewarding.
A long time ago, I worked for a company that made highly addicting freemium games. Maybe 90% of what we spent our time thinking about was the in-game currency system, as it's the foundation for basically all of the game’s engagement and monetization. As part of onboarding, we wrote thank you cards to the “whales” - the users who spent the most money on in-game currency - and I later found out that the person I wrote a card to was a housewife from the midwest who spent in the high 5 figures in the prior month across multiple maxed credit cards.
So, from the perspective of using game design principles to make the league even more fun, the purpose of this article is to propose tweaks to optimize RP generation and spend. Some disclaimers:
- Some of these proposals will have more or less benefit for parts of the league and/or specific members.
- Some of these proposals are not novel and have already been implemented (awesome).
- For everyone who’s thinking “I’m not sure I want this game to be more fun” - we’re already addicted anyway.
I wanted to write while I still had a “fresh” perspective on the league - I hope you’ll find it interesting.
Game design principles:
Overall, as I hope we’ll all agree, the goal of the game is to have fun. Designing a currency system that not only enables but actively drives “fun” is fairly scientific. Obviously there’s a whole industry and many PhDs written on this, so I’ll cover only the principles most relevant to SLN.
- All players need to have an equal opportunity to earn currency. The most straightforward principle. Players should be able to accomplish a baseline level of success for investing a baseline level of effort. Sounds obvious, but is difficult to implement with parity.
- Players should be incentivized to consistently invest over time - and on the flip side, not consistently investing over time should lead to a deterioration of performance: this one should be obvious. If you don’t invest the baseline level of effort, then you shouldn’t receive any benefits. In video game terms, you want to optimize for the lifetime value of a player, not one-time spend.
- One player’s spend should lead to positive observational externality for other players. For example, seeing a tricked out character in an MMORPG is cool to see. It makes the game more fun. In our example, this means investing in player development, because good players are cool to see. Shoutout to @SoNicks here for consistently investing supercamps in interesting players, e.g. Dion Waiters and John Wall.
- Players who put in an increased amount of effort or have an increased amount of success should receive extra benefits, which should be both fun and rewarding but not game breaking: Stated otherwise, players who put in the time and thoughtfulness should be rewarded with incremental advantages. Importantly, you should still be able to succeed in the game without these benefits. These are pure “extras,” but importantly, there should be a broad menu of extras that encourages additional investment.
- The core use of RPs is player development. Probably not a controversial statement, but important to note. Sometimes this gets lost in all the other uses of RP. Camping your players is essential to success and also drives fun for the other players.
- All other uses of RP - e.g. RFA, frontloading, pre-draft scouting, etc. - are incremental uses. The corollary here is that you can succeed in the league without these bells and whistles.
So, putting this all together, here’s the list of targeted recommendations I’ve compiled over my first 3.5 seasons in the league.
RP Generation: Generally, the tweaks below are meant to move us further in the direction of economic parity and incentivizing ongoing activity.
- 1. [already implemented] Content bonus for each GM’s first piece of content every season. Love that we're doing this. This drives ongoing time investment for all GMs while keeping the upside for GMs who invest more time.
- 2. Increase the RP rewards for winning. Specifically, would recommend increasing the reward amounts by 50%. In my opinion, the benefits to winning are too light. All players should be highly incentivized to achieve to making the playoffs, winning a championship, etc. - success at the game should beget more advantages.
- 3. Tweak the way we handle SLN Jobs. Yes, this has been discussed a lot. Fundamentally, the way we currently do it (most jobs going to the same GMs every season and jobs granting a high amount of RP) clearly violates economic parity. Rotating jobs is the “simplest” fix but probably not an optimal one, given there’s benefits to the league from continuity (e.g. having Jesse maintain the RP tracker every season). Other ideas might be to 1/ reward jobs with another benefit instead of RP - e.g. the ability to make rules in the domain of their job - so that jobs don’t impact the RP economy at all, or 2/ create enough jobs such that any GM who wants one can have one (these jobs could be nonessential, e.g. the great "news editor" idea, but add flavor to the league if done).
- 4. Make the incremental uses of RPs more expensive, but keep player development costs the same. As a league, we should want to drive more RP investment into player development vs other uses. Specifically, would recommend making RFAs 2,000 RP, frontloading 1,500 RP, and scouting 200 RP.
- 5. Create a “middle tier” of Reward Camps that incentivizes investment in players with 4-6 years of experience. How many players get off their rookie contracts and have a solid sim, only for us to wonder what could have been? Specifically, the recommendation here would be to charge 150 RP per rating increase, but enable up to 10 ratings increases per season in those two seasons. That would enable up to a full camp for those players, but offset by a much higher investment level.
- 6. Set the RP trade cap on a net basis, with an additional gross spend cap: We currently cap on a pure gross basis - e.g. you can send out 1.5k RP no matter how much RP you have incoming. I’d propose a 1,500 RP NET cap and a 3,000 RP gross cap, such that you can send out up to 3k RP total, but also offset that spend by taking in RP in other trades. This would add an additional layer of strategy to RP management and drive more engagement.
- 7. Enable FA scouting, with a similar mechanic to pre-draft scouting: The same mechanic would likely work fine - 200 RP for 5 ratings - with a deadline of Day 1 of FA. This would both 1/ help uncover more diamonds in the rough who haven't been developed or played (which, again, would drive more positive observational externality!) and 2/ also enable an additional layer of RP spend complexity and strategy.