Economic Loop Interactive
About this model
This diagram models a complex play-to-earn (P2E) economy and progression system within a hypothetical game environment, highlighting interactions between player actions, in-game rewards, and the minting process of non-fungible tokens (NFTs). Players engage in Player vs. Player (PvP) and Player vs. Environment (PvE) encounters to earn rewards in two forms of in-game currency: SLVG and FUSE. SLVG can be used to purchase items from an NPC Item Store or sold for FUSE through an automated market maker (AMM), with each transaction incurring a percentage fee. FUSE is utilized in various ways, including entering lotteries and minting NFTs, both directly and through the purchase of mint tickets. The system incorporates randomness in rewards distribution, leveraging dice rolls to determine the amount of FUSE earned and the item rarity when minting NFTs.
Resources flow from player activities towards generating tangible in-game and economic outcomes, such as leveling up to unlock rewards potentially mintable on-chain. The model intricately details the pathways from engaging in core gameplay to impacting the game's economy through expenditure or acquisition of SLVG and FUSE. This includes chances for softminting and hardminting items into NFTs, engagement with an NPC store for items procurement, and player interaction with the AMM system. Additionally, the progression mechanism is delineated through experience points (XP) acquisition, facilitating level-up events leading to further rewards, thereby creating a loop that incentivizes continuous player engagement within the game's economy.
“Economic Loop Interactive” is a diagram in the Machinations Community by Yuxin Song.
You can open the original diagram in the Machinations app, press Play to watch how resources move through it, and change its values to see how the system responds. Machinations is a visual tool for designing, simulating and balancing game economies and other systems, where resources flow through sources, pools, drains, converters and gates. In a diagram, a source creates resources, a pool stores them, a drain removes them, a converter changes one resource into another and a gate decides where they go next.