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Grecian Generals

Project Type

Live-Service Game Model

Skills/Tools
 

- Progression Design

- Economy Design

- Excel

- Machinations

- Live-Service Monetization

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Project Overview

Grecian Generals is a set of system models for a hypothetical live-service RTS game. It includes progression systems, an in-game economy, and monetization strategies designed to retain players in a free-to-play game space for hundreds or even thousands of hours. The systems were modeled in both Excel and Machinations. This project shows my abilities with with retention systems like long-term progression and in-game economies, as well as my skills with system modeling in Excel and system visualization in Machinations. 

Level Progression

For this project, I designed a level progression for a live-service RTS game, with the goal of producing at least 400 hours of engaging gameplay. The model features the following elements:

  • Tracking of the key progression reward (Skill points for upgrading troops) to ensure a healthy reward schedule​​

  • Balance with the gear economy to ensure a consistent and variable series of gear and level rewards

  • ​Distinct ranges where the mathematical model changes to fulfill the game's current needs

    • For example, rapid levelling during the early-game to reduce friction and churn

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LevelProgressionGraph.png

This graph shows:

  • Output of progression model in Hours Per Level

  • Different equations governing different sections of the model for more precise control of player experience

 Gear Economy

For this project, I also designed a gear economy that would function throughout the entire level progression. The model featured the following elements:

  • A basic currency to be acquired through gameplay and spent on Gear

  • Drop rates and break rates for gear, making sure to avoid both resource inflation and stagnation

  • Basic and Elite gear, each with their own rates and costs

  • Changing patterns throughout level progression so the economy could fulfill different needs for different players

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This graph shows:

  • Net Gear and Elite Gear at each level

    • Factors in drop rates, currency costs, and break rates​

  • Changes in graph trends to fulfill design goals at different levels

  • An inflection point at Level 20 when Elite Gear becomes optimal to buy​

EconomyGraph.png
Mathematical Models

This Machinations simulation lets you see both the Level Progression and Gear Economy run in real-time. Go ahead and hit play! You can watch as:

  • Level-up thresholds increase

  • Drop rates fluctuate

  • Break rates fluctuate

  • Elite Gear is randomly dropped

  • Spoils are gained and spent on Gear

  • The patterns of the Economy change as the player moves through the Progression

Below you can see the Excel sheet that governs that Machinations model. Different level-ranges are color-coded to mark the different Progression Sections, and are governed by different mathematical models. For example:

  • The first few levels are hard-coded to happen after a set number of Encounters​

  • Later levels are governed by an exponential model to extend level rewards, as Gear becomes a larger focus

Monetization Plan

Grecian Generals was concepted as a free-to-play game. So, I designed a monetization plan featuring proven monetization features tailored specifically to Grecian Generals with an emphasis on ethical long-term profits. You can see the pitch deck for my monetization strategy below!

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Key Elements:

  • XP Boosts to accelerate progression without giving XP for free

  • Simple cosmetic purchases

  • Buyable build customization

  • Lootboxes designed with an emphasis on fairness 

©2024 by Noah Crissey. 

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