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Earnest questions: What's up with modern video games having so many different currencies? (Gold, dust, gems, caps, etc.) Where did this start? What is the intended effect on player psychology?— Daniel Solis: Das Würfelspiel (@DanielSolis) December 28, 2018
大家都已經知道的理由：為了混淆遊戲貨幣跟現實貨幣的對價關係。但是其他的沒有辦法用現金換貨幣的遊戲呢？Triple Town 作者 Daniel Cook 的看法：
1. Easier economy balancing. Each currency maps to a functional area of the game. If one area of the economy is imbalanced, you can tweak sources and sinks for that unique currency. And not imbalance other areas.— Daniel Cook (@danctheduck) December 29, 2018
2. Better player goal setting. You want to clearly signal player goals and progress towards those goals. A specialized currency enables:— Daniel Cook (@danctheduck) December 29, 2018
A. Players see thing they want
B. Grok currency needed
C. Do the activity to gets the currency.
D. See progress as currency accumulates.
3. Player agency through a few key paths. Currency = progress towards goal. Multiple sources for that currency = player choice (and strategy). Too many choices = confusion, so player's economic choices are much muddier with 1 currency.— Daniel Cook (@danctheduck) December 29, 2018
當然，多種貨幣會讓遊戲變的比較複雜，不容易上手。但是 Game-as-Service 的目標是要提供數百小時以上的遊戲時間，這樣的經濟系統是讓熱情玩家去鑽研用的。同時，這樣的系統也容易凝聚遊戲社群，讓玩家一起解讀。
4. What you lose here is some elegance and learnability. But game-as-a-service a meant to be played for hundreds of hours and the economic loops are for avid, long term players. And learning about the economy can become a community activity. So not necessarily a net negative.— Daniel Cook (@danctheduck) December 29, 2018