Value chains – A method for creating and balancing faucet-and-drain game economies
INTRODUCTION The problem with picking up sticks Recently I was designing the harvesting and crafting system for our Animal Crossing-like game Cozy Grove when I ran into a problem: picking up a stick is not that fun. The core activities in a life sim are generally not full of mastery and depth. You chop trees. You dig holes. You pick up sticks. In isolation, each of these is dull. Our playtesters would harvest a leaf […]