Eonevolve Learning
Economy DesignSystem and economyBeginner~6 min

Game economy flow: from goal to feedback

Snapshot

~80 sec

A game economy is a decision system: a goal shapes where an invented resource enters, what choice it enables, where it leaves, and which signal tells the designer whether the loop is understandable.

You will learn

  • Separate a system goal from its source and sink rules.
  • Trace one generic resource through a player decision.
  • Use feedback as a design signal rather than as decoration.

Target outcome

You can sketch a small economy flow and explain why every connection exists.

Visual walkthrough

Visual walkthrough

~6 min

  1. Five parts of a readable economy flow

    • Goal

      The player decision or learning outcome the system is meant to support.

    • Source

      A declared rule that introduces a generic resource into the model.

    • Decision

      The meaningful choice made possible by the available resource.

    • Sink

      A declared rule that removes the resource in exchange for an outcome.

    • Signal

      An observable result used to inspect whether the intended choice stays clear.

  2. Follow one invented resource through the loop

    The diagram is a teaching model, not a tuning recommendation. Read it as a closed review cycle: goal through signal, then back to whether the goal still holds.

    1. System goal

      Define the decision the loop should make understandable.

    2. Practice source

      An invented activity adds one generic token to the model.

    3. Player decision

      The player chooses whether to keep or exchange the token.

    4. Practice sink

      The exchange removes the token and produces a declared outcome.

    5. Decision signal

      The next visible choice shows whether the loop stayed legible.

    reviewsDecision signalSystem goal

    The diagram is a teaching model, not a tuning recommendation. Read it as a closed review cycle: goal through signal, then back to whether the goal still holds.

    Reading order

    1. System goal

      Define the decision the loop should make understandable.

    2. Practice source

      An invented activity adds one generic token to the model.

    3. Player decision

      The player chooses whether to keep or exchange the token.

    4. Practice sink

      The exchange removes the token and produces a declared outcome.

    5. Decision signal

      The next visible choice shows whether the loop stayed legible.

    Connection explanations

    1. System goal → Practice source (defines)

      The goal constrains why the source exists and what it should make possible.

    2. Practice source → Player decision (enables)

      A source is useful only when its output creates an understandable decision.

    3. Player decision → Practice sink (commits)

      Committing to the choice sends the invented token to a named sink.

    4. Practice sink → Decision signal (reveals)

      The outcome leaves a visible next decision that can be reviewed.

    5. Decision signal → System goal (reviews)

      The signal closes the cycle by asking whether the original goal decision stayed legible.

  3. Compare two ways to document the same loop

    ApproachPurposeCause and effectReview question
    Totals onlyLists amounts without stating why movement exists.The intended decision stays implicit.Inputs and outputs appear disconnected.Reviewers can only ask whether totals look large or small.
    Relationship firstNames the goal, movement, decision, and observable result.Every rule points back to a declared decision.Each connection explains what changes next.Reviewers can test whether the intended choice remains legible.
  4. Check the flow

    If a source adds a resource but no later decision changes, what is missing from the model?

    Expected reasoning

    The source is disconnected from a meaningful choice. Connect its output to a decision, name the consequence, and define the signal that will make that consequence observable.

Interactive flow

Play the loop from goal to signal

Step through the same five-part loop from the diagram above, one connection at a time, to see how the goal's decision carries all the way to the signal.

Beat 1 of 5 · defines
  • System goalPractice sourcedefines
  • Practice sourcePlayer decisionenables
  • Player decisionPractice sinkcommits
  • Practice sinkDecision signalreveals
  • Decision signalSystem goalreviews