Combat Power Inflation in Game Economy Design
In game economy design, “inflation” is a useful word, but it is not always a precise diagnosis.
Inflation can describe many different problems. In long-term RPG/MMORPG design, I think Combat Power is one of the most important drivers behind inflation.
Combat Power inflation can also influence broader economy inflation, so I want to start this series from Combat Power first.
In the next few posts, I plan to share some thoughts and experience around Combat Power inflation:
1. Why Combat Power inflation appears in long-term games
2. Whether Combat Power inflation only has negative effects, including visible Combat Power and invisible effective power growth
3. What problems Combat Power inflation can create
4. How horizontal progression can reduce vertical Combat Power growth
5. How randomized attribute pursuit can change player perception of growth
6. How value distribution and progression segmentation can control Combat Power inflation
7. The core contradiction between player growth demand and long-term Combat Power control
My current view is:
Players need growth, expansion, and stronger long-term goals.
But a long-term game cannot let Combat Power grow without control.
The real design challenge is not to remove growth.
It is to satisfy players’ need for progression while reducing harmful pressure on the long-term game ecosystem.
This is my current structure, but I am still refining it.
If you have any perspective, example, or missing point that should be included in this topic, I would be happy to hear it.
I may adjust the series based on useful feedback and discussion.
#GameDesign #F2P #MobileGames #GameEconomy #LiveOps