Guild66 Economy Design Project
A large part of this game’s levelling system relies on hunters (the players) being able to acquire new items and equipment. This means the item and monetary economies of the game need to be thoroughly tested, and whilst hunters do have the option of foraging various materials and harvesting from felled quarry, they will still be heavily reliant on the game’s trade mechanics.
Combat Mechanics: Demonstrating the damage gap.
Understanding the difficulty in defeating monsters reveals how accessible certain resources are. The time and preparation invested in acquiring materials needs to be recognised within the system. These charts demonstrate the average damage of the default combat mechanic available to hunters (players) and the damage gap between each die ranking and why Guild66 is described as an explosive d6 system.
Combat Mechanics: Exploring the categorisation of monsters based on their combat difficulty
Categorising monsters based on their effectiveness in combat, and how much preparation hunters need before they face them, helps the economic design of the materials the hunters can acquire by facing these monsters and therefore their value.
Economic Mechanics: Suggested Monster Bounties and their total potential revenue.
This chart demonstrates a monster’s suggested bounty - the default monetary reward for defeating it in combat. It also demonstrates the total potential earnings a hunter can gain through the default system of selling harvested materials. This information helps to contextualise all the previous information on combat difficulty and total potential rewards. This information goes on to create specific prices for items and materials, which have all been thoroughly tested by the QA and playtest teams.