Combat Power Inflation Control: Series Summary
In F2P design, game inflation works differently from real-world economic inflation.
You can download the Resource
In many F2P games, resources are converted into progression, and progression becomes visible Combat Power.
• Players usually expect accumulated progress to keep its value.
• They rarely accept progression being removed or Combat Power being rolled back.
So the design problem is not only about removing inflation.
It is about reducing unnecessary visible Combat Power inflation while preserving progression experience.
I have organised my current Combat Power Inflation series into one visual model.
The attached PDF explains:
The inflation control loop
• Resource → Progression → Visible Combat Power
A conceptual compression example
• How visible Combat Power can be reduced from 600K to 2.9K while preserving progression experience.
These numbers are from a conceptual example, not a universal formula.
The key point is the design relationship:
Lower visible Combat Power inflation does not mean less progression experience.
It means more value can be carried by system structure, replacement experience, and pacing design.
This post is a structured summary of my current Combat Power Inflation series.
Related posts in this series:
• Game loop
• Combat Power Inflation Part 1: How It Happens in Long-Term F2P Games
• Game Balance: Combat Power as a Design Metric
• Combat Power Inflation Part 2: System Structure Diagnosis
• Controlling Combat Power Inflation: Horizontal Design and Challenges
• Controlling Combat Power Inflation: Replacement Design
• Controlling Combat Power Inflation: Pacing Design