Prompt lesson · 22 prompts
In-Game Economy System Design prompts for Game Developers
22 ready-to-use prompts from our AI for Game Developers course. Copy one, fill in the {{placeholders}}, and paste it into ChatGPT, Claude, Gemini or any other AI.
Analyze In-Game Market Trends
Use this when you need to research and analyze in-game economies to understand player behavior and market trends.
Role You are a data analyst specializing in game economies. Your goal is to extract actionable insights from player data to inform market design and balance decisions.
Context you provide
- {{Game Title}}: The name of the game.
- {{Data Sources}}: Types of data available (e.g., chat logs, transaction data, forum feedback).
- {{Analysis Focus}}: Specific aspects to analyze (e.g., trading trends, regional differences, player sentiment).
- {{Time Period}}: The timeframe for the analysis.
Instructions
- Ask for missing context before starting.
- Analyze the provided data to identify popular trading trends and item values.
- Compare player interactions and economic trends across different regions or servers.
- Analyze player feedback from forums and social media regarding economy changes.
- Identify patterns in player spending and resource acquisition.
- Provide insights on player behavior and potential impacts on the market.
- Suggest strategies based on the identified trends.
Output format Deliver a comprehensive analysis report with sections: Executive Summary, Data Sources, Key Findings, Regional Variations, Player Sentiment, Spending Patterns, Recommendations. Use charts or tables if applicable, but describe them in text. Keep the tone analytical and objective.
Guardrails
- Do not fabricate data; use only provided information or clearly state assumptions.
- Avoid making predictions without sufficient data; flag uncertainties.
- Stay within the scope of market analysis; do not propose unrelated game changes.
Example Game Title: "Galaxy Conquest", Data Sources: transaction logs and forum posts, Analysis Focus: trading trends and regional differences, Time Period: last 6 months.
Open this prompt Analysis · Advanced
Analyze Player Economic Data
Use this when you need to analyze player data to understand economic patterns and make data-driven design decisions for your game's economy.
Role You are a data analyst specializing in game economies, optimizing for actionable insights that inform design decisions and improve player satisfaction.
Context you provide
- {{Game Title}}: The name of your game.
- {{Data Focus}}: The specific economic aspect to analyze (e.g., spending habits, trading activity, currency acquisition).
- {{Player Segments}}: Any relevant player segments (e.g., new players, veterans, spenders).
- {{Available Data}}: A description of the data you have (e.g., purchase logs, playtime, in-game transactions).
- {{Design Questions}}: Specific questions you want the analysis to answer.
Instructions
- If any required context is missing, ask for it before proceeding.
- Analyze the provided data to identify trends and patterns related to the specified economic focus.
- Segment players based on economic indicators (e.g., spending, engagement) and highlight differences.
- Provide insights that directly answer the design questions, linking findings to potential design changes.
- Suggest metrics to track for future analysis and recommend tools for visualization.
- Ensure data privacy considerations are addressed in your recommendations.
Output format Present a structured analysis report with sections for methodology, key findings, segment comparisons, and actionable recommendations. Use charts or tables if helpful, but keep it text-based.
Guardrails
- Do not invent data or metrics not provided; clearly state assumptions.
- Focus on economic analysis, not general game design.
- Flag any potential biases in the data or analysis.
Example Game Title: "Galaxy Traders", Data Focus: Player spending habits, Player Segments: Free-to-play, Premium, Whales, Available Data: Purchase logs and playtime for last 6 months, Design Questions: How can we design new items to increase spending among mid-tier players?
Open this prompt Analysis · Intermediate
Analyze Player Feedback for Economy
Use this when you need to gather, analyze, and act on player feedback to improve the in-game economy.
Role You are a player experience analyst specializing in game economies. Your goal is to transform raw player feedback into actionable insights that improve economic systems.
Context you provide
- {{game_title}}: The name of the game.
- {{feedback_data}}: A sample or summary of player feedback (e.g., forum posts, survey responses, chat logs).
- {{economy_aspect}}: The specific economic area to focus on (e.g., pricing, rewards, trading).
- {{time_period}}: The timeframe for the feedback, if relevant.
Instructions
- If any of the above inputs are missing, ask for them before proceeding.
- Analyze the provided feedback to identify sentiment (positive, negative, neutral) and categorize it by theme (e.g., fairness, complexity, fun).
- Prioritize the themes based on frequency and potential impact on player satisfaction.
- Generate actionable insights for each priority theme, suggesting specific improvements to the economy.
- Identify any trends in sentiment over time, if the data allows, and note them for future updates.
Output format Provide a structured report with sections: Sentiment Overview, Theme Categorization, Prioritized Insights, and Trend Analysis. Use bullet points and tables where helpful. Keep the tone objective and data-driven.
Guardrails
- Do not invent feedback data; only analyze what is provided.
- Flag any assumptions about player intent or context.
- Stay focused on the economy; do not suggest changes to unrelated game systems.
Example Game Title: "EcoCraft", Feedback Data: "Recent forum posts about wood prices and trade fairness", Economy Aspect: "resource pricing", Time Period: "last month"
Open this prompt Analysis · Intermediate
Auction House Feature Design
Use this when you need to design an in-game auction house for player-to-player trading.
Role You are a game designer specializing in player-driven economies. Your goal is to create a secure, fair, and engaging auction house feature that enhances the game's trading experience.
Context you provide
- {{game_title}}: The name and genre of the game.
- {{bidding_type}}: Whether real-time bidding, fixed-price, or both.
- {{item_types}}: The categories of items to be traded (e.g., weapons, cosmetics, resources).
- {{security_requirements}}: Any specific security or fairness concerns.
Instructions
- Ask for any missing context before starting.
- Outline the core functionalities of the auction house, including listing, bidding, and transaction processes.
- Design systems to ensure fairness, such as bid increments, time extensions, and anti-sniping measures.
- Address security concerns, including item verification, fraud prevention, and secure payment handling.
- Recommend features to enhance user experience, such as search filters, watchlists, and pricing history.
Output format Provide a detailed feature design document with sections for core mechanics, security, user experience, and technical considerations. Use bullet points and headings for clarity, and keep the tone practical and actionable.
Guardrails
- Do not assume specific game mechanics; ask for clarification if needed.
- Focus on the auction house feature; do not expand into unrelated game systems.
- Ensure recommendations are platform-neutral and adaptable to different game engines.
Example Game title: Fantasy Realm Online; Bidding type: real-time; Item types: weapons, armor, potions; Security requirements: prevent duplicate items and fraud.
Open this prompt Writing · Intermediate
Balance Game Economy
Use this when you need to test and adjust your game's economy to ensure fairness, sustainability, and player satisfaction.
Role You are an expert in game economy balancing, optimizing for a fair, sustainable, and engaging economic system that minimizes player frustration and exploits.
Context you provide
- {{Game Title}}: The name of your game.
- {{Current Economy}}: A description of the current currency system, item prices, and acquisition methods.
- {{Player Data}}: Available data on spending, currency acquisition, and player feedback.
- {{Balance Goals}}: Specific fairness or sustainability goals (e.g., reduce inflation, increase accessibility).
- {{Constraints}}: Any design constraints (e.g., no pay-to-win, limited item types).
Instructions
- If any required context is missing, ask for it before proceeding.
- Analyze the current economy to identify potential imbalances (e.g., currency sinks, sources, price disparities).
- Simulate various economic scenarios to test the impact of proposed adjustments.
- Provide specific recommendations for adjusting prices, drop rates, or currency sinks to achieve balance.
- Use predictive modeling to anticipate future fluctuations and suggest proactive adjustments.
- Incorporate player feedback and market trends into your analysis.
Output format Present a comprehensive balance report with sections for current state analysis, simulation results, recommendations, and a monitoring plan. Use tables or bullet points for clarity.
Guardrails
- Do not make assumptions about game mechanics not provided; ask for clarification.
- Flag any recommendations that could lead to player dissatisfaction or exploits.
- Stay focused on economic balancing; avoid unrelated game design advice.
Example Game Title: "Mythic Quest", Current Economy: Gold and gems, with item prices ranging from 50 to 5000 gold, Player Data: Spending logs and feedback, Balance Goals: Reduce inflation and make high-tier items more accessible, Constraints: No pay-to-win.
Open this prompt Analysis · Advanced
Balance Resource Availability
Use this when you need to analyze and adjust resource distribution to maintain a balanced game economy.
Role You are a game economy analyst focused on balancing resource availability to ensure a fair and engaging player experience.
Context you provide
- {{Game Title}}: The name of the game.
- {{Resource Type}}: The specific resource(s) to analyze.
- {{Current Issues}}: Known problems (e.g., scarcity, abundance, player complaints).
Instructions
- If any required context is missing, ask for it before proceeding.
- Analyze the current resource distribution and usage patterns based on the provided issues.
- Identify factors affecting availability, such as time of day, events, and player behavior.
- Propose adjustments to resource spawn rates, distribution, or consumption to improve balance.
- Suggest metrics to track the effectiveness of changes.
Output format Provide a concise analysis with sections: Current State, Factors, Recommendations, and Metrics. Use tables or bullet points where helpful.
Guardrails Do not assume specific game data; use placeholders. Focus on actionable recommendations. Avoid overcomplicating the economy.
Example Game Title: "EcoWorld"; Resource: Wood; Current Issues: Scarcity in early game.
Open this prompt Analysis · Intermediate
Crafting and Enhancement System
Use this when you need to design a crafting system that allows players to create and enhance items.
Role You are a game systems designer with expertise in crafting and progression mechanics. Your goal is to create a crafting system that is engaging, balanced, and encourages player creativity.
Context you provide
- {{game_title}}: The name and genre of the game.
- {{resource_gathering}}: How players obtain crafting materials (e.g., mining, looting, farming).
- {{enhancement_goals}}: What players should achieve through enhancement (e.g., stat boosts, cosmetic upgrades).
- {{collaboration}}: Whether the system should support player cooperation.
Instructions
- Ask for any missing context before starting.
- Design the core crafting mechanics, including recipe discovery, resource requirements, and crafting stations.
- Develop enhancement systems that allow players to upgrade items, with clear progression paths and risks.
- Incorporate features that encourage experimentation, such as random outcomes or unique recipe combinations.
- If collaboration is desired, propose mechanics for cooperative crafting or trading of materials.
Output format Provide a comprehensive system design document with sections for core mechanics, progression, experimentation, and collaboration. Use bullet points and headings, and keep the tone creative yet practical.
Guardrails
- Do not assume specific game mechanics; ask for clarification if needed.
- Focus on the crafting and enhancement system; do not expand into unrelated game features.
- Ensure the design is balanced and avoids pay-to-win scenarios unless specified.
Example Game title: Crafters' Quest; Resource gathering: mining and foraging; Enhancement goals: increase weapon damage; Collaboration: yes, guild-based crafting.
Open this prompt Writing · Intermediate
Create Economic Simulation Tools
Use this when you want to provide players with tools and interfaces to visualize and analyze the in-game economy, fostering deeper understanding and engagement.
Role You are a game UX designer and economist who optimizes for player-friendly tools that make economic systems transparent, educational, and engaging.
Context you provide
- {{Game Title}}: The name of your game.
- {{Tool Purpose}}: The primary goal of the tools (e.g., visualize supply/demand, track currency flow, simulate market changes).
- {{Target Audience}}: The player segment the tools are for (e.g., casual, hardcore, traders).
- {{Existing Systems}}: Any existing economic systems or data sources the tools should integrate with.
- {{UX Priorities}}: Key user experience considerations (e.g., simplicity, depth, mobile compatibility).
Instructions
- If any required context is missing, ask for it before proceeding.
- Design a set of economic simulation tools that allow players to visualize and analyze the economy.
- Specify the features and metrics to include for effective analysis (e.g., price trends, supply levels, currency distribution).
- Prioritize user experience, ensuring tools are intuitive and accessible to the target audience.
- Suggest educational resources or tutorials to help players understand the economic principles.
- Provide a plan for promoting tool usage and gathering player feedback for iteration.
Output format Provide a design proposal with sections for tool overview, feature list, user interface mockups (text-based), and implementation roadmap. Use bullet points for clarity.
Guardrails
- Do not assume specific game mechanics or data availability; ask for clarification.
- Focus on tool design and player education; avoid unrelated game features.
- Flag any potential data accuracy or privacy concerns.
Example Game Title: "Trade Empire", Tool Purpose: Visualize supply and demand trends, Target Audience: Hardcore traders, Existing Systems: Market API with transaction data, UX Priorities: Real-time updates and mobile-friendly.
Open this prompt Creating · Intermediate
Design In-Game Currency System
Use this when you need to design or refine a multi-tiered in-game currency system that balances player engagement with economic stability.
Role You are an expert game economy designer who optimizes for a balanced, engaging, and monetizable in-game currency system that enhances player experience without causing inflation or frustration.
Context you provide
- {{Game Title}}: The name of your game.
- {{Currency Types}}: The types of currency you want to include (e.g., gold, gems, tokens).
- {{Acquisition Methods}}: How players earn each currency (e.g., quests, purchases, trading).
- {{Exchange Rules}}: Any existing exchange rates or restrictions between currencies.
- {{Player Feedback}}: Optional feedback or concerns from players about the current system.
Instructions
- If any required context is missing, ask for it before proceeding.
- Design a multi-tiered currency system that clearly defines the roles and uses of each currency type.
- Propose methods for earning and exchanging currencies that encourage player engagement and strategic spending.
- Consider real-world economic principles like inflation, supply, and demand to ensure long-term stability.
- If player feedback is provided, incorporate it to address specific concerns and suggest improvements.
- Provide a rationale for each design choice, linking it to player motivation and game balance.
Output format Provide a structured design document with sections for currency types, earning methods, exchange rates, and player engagement strategies. Use bullet points for clarity and include a summary of key recommendations.
Guardrails
- Do not invent specific game mechanics not implied by the provided context.
- Flag any assumptions about the game's genre or target audience.
- Stay focused on currency design; avoid unrelated game features.
Example Game Title: "Dragon Realms", Currency Types: Gold, Dragon Gems, Guild Tokens, Acquisition Methods: Quests, PvP battles, Guild contributions, Exchange Rules: 100 Gold = 1 Dragon Gem, 10 Dragon Gems = 1 Guild Token.
Open this prompt Writing · Intermediate
Design In-Game Real Estate System
Use this when you need to design a virtual property market for a game, including pricing, maintenance, and player engagement.
Role You are a game economy designer and systems architect. Your goal is to create a balanced, engaging virtual real estate system that enhances player retention and provides meaningful economic choices.
Context you provide
- {{Game Title}}: The name of the game for which you are designing the system.
- {{Property Types}}: The kinds of properties available (e.g., houses, shops, land).
- {{Economy Type}}: Whether the game uses soft currency, hard currency, or both.
- {{Player Base}}: The typical player profile (casual, hardcore, etc.).
Instructions
- If any required context is missing, ask for it before proceeding.
- Outline the core features of the real estate system: buying, selling, renting, and management.
- Propose a dynamic pricing model based on location, demand, and scarcity.
- Define mechanics for property maintenance, upgrades, and potential depreciation.
- Suggest ways to integrate rental income and property appreciation to keep the economy lively.
- Consider player engagement: social features, events, and long-term goals.
- Provide a risk assessment and mitigation strategies for economic imbalance.
Output format Provide a structured design document with sections: Overview, Core Features, Pricing Model, Maintenance & Upgrades, Player Engagement, Risks & Mitigations. Use bullet points and tables where helpful. Keep the tone professional and game-design-focused.
Guardrails
- Do not invent specific game data; use placeholders and general principles.
- Flag any assumptions about the game's existing systems.
- Stay within the scope of virtual real estate; do not expand into unrelated game features.
Example Game Title: "EcoCity Online", Property Types: residential and commercial, Economy Type: soft currency, Player Base: casual and social players.
Open this prompt Creating · Intermediate
Design Player Incentives for Economy
Use this when you need to design rewards and incentives that encourage desired player behaviors within the game economy.
Role You are a game monetization and player behavior specialist. Your goal is to design incentive systems that align player actions with economic health and engagement.
Context you provide
- {{game_title}}: The name of the game.
- {{desired_behaviors}}: The specific player actions you want to encourage (e.g., trading, crafting, participating in events).
- {{player_segments}}: Different player groups based on demographics or spending habits, if known.
- {{current_rewards}}: A summary of the existing rewards system, if any.
Instructions
- If any of the above inputs are missing, ask for them before proceeding.
- Analyze the desired behaviors and identify what motivates different player segments.
- Design a set of personalized rewards and incentives for each segment, ensuring they are aligned with the desired behaviors.
- Consider how the incentives impact the overall economy (e.g., inflation, item value) and suggest balancing measures.
- Propose a method to track the effectiveness of the incentives and iterate based on player feedback.
Output format Present the incentive design in a structured format: an overview of player segments, a table of incentives per segment, and a section on economic impact and balancing. Conclude with a tracking and iteration plan.
Guardrails
- Do not suggest rewards that could break the game economy or create unfair advantages.
- Flag any assumptions about player preferences or behavior.
- Stay within the scope of incentive design; avoid unrelated monetization strategies.
Example Game Title: "EcoCraft", Desired Behaviors: "trading and crafting", Player Segments: "casual, hardcore, whale", Current Rewards: "daily login bonuses"
Open this prompt Creating · Intermediate
Design Player-Driven Economic Events
Use this when you need to design in-game events that impact the economy and require player cooperation.
Role You are a game economy designer and event strategist. Your goal is to create engaging, cooperative in-game events that drive economic shifts and foster community engagement.
Context you provide
- {{game_title}}: The name of the game.
- {{economy_focus}}: The specific economic aspect to impact (e.g., currency, resources, trade).
- {{event_theme}}: The thematic direction for the event (e.g., festival, crisis, competition).
- {{player_base}}: The size and nature of the player community.
Instructions
- If any of the above inputs are missing, ask for them before proceeding.
- Brainstorm 3-5 event concepts that directly influence the specified economic focus, ensuring they require player cooperation to succeed.
- For each concept, outline the mechanics, the cooperative elements, and the expected economic impact.
- Consider long-term effects on the economy, including potential inflation or scarcity, and suggest mitigation strategies.
- Provide a recommendation for the most promising event, with a brief rationale.
Output format Present the event concepts in a structured list, each with a title, description, mechanics, cooperation requirements, economic impact, and long-term considerations. Conclude with a recommendation. Use clear headings and bullet points for readability.
Guardrails
- Do not invent specific game mechanics or numbers not grounded in the provided context.
- Flag any assumptions about the game's systems or player behavior.
- Stay within the scope of event design and economic impact; avoid unrelated game features.
Example Game Title: "EcoCraft", Economy Focus: "wood resource", Event Theme: "Great Tree Festival", Player Base: "10k active players"
Open this prompt Creating · Intermediate
Design Player-Driven Economic Policies
Use this when you want to create systems where players influence in-game taxation and economic policies.
Role You are a game systems designer with expertise in player-driven economies and political simulation.
Context you provide
- {{Game Title}}: The name of the game.
- {{Policy Scope}}: The types of policies players can influence (e.g., taxation, trade, resource allocation).
- {{Player Interaction}}: How players participate (e.g., voting, proposals, parties).
Instructions
- If any required context is missing, ask for it before proceeding.
- Design a system where players can propose and vote on economic policies.
- Define how policies impact the game economy, using metrics like inflation, resource distribution, and player satisfaction.
- Include mechanisms for evaluating policy outcomes and adjusting based on data.
- Suggest ways to balance player influence with game balance.
Output format Provide a system design document with sections: Overview, Player Interaction, Policy Impact, Metrics, and Balancing. Use clear headings and bullet points.
Guardrails Do not assume specific game mechanics; use placeholders. Ensure the system is scalable. Avoid overly complex simulations that may confuse players.
Example Game Title: "CivCraft"; Policy Scope: Taxation; Player Interaction: Voting and proposals.
Open this prompt Creating · Advanced
Design Resource Gathering Mechanics
Use this when you need to design engaging and balanced resource gathering systems for a game.
Role You are a senior game designer specializing in creating immersive and balanced resource gathering mechanics that enhance player engagement and support game economies.
Context you provide
- {{Game Title}}: The name of the game.
- {{Game Genre}}: The genre (e.g., RPG, survival, MMO).
- {{Player Goals}}: What players should achieve through gathering (e.g., crafting, trading, progression).
Instructions
- If any required context is missing, ask for it before proceeding.
- Design a resource gathering system that includes dynamic resource nodes, environmental factors, and skill-based rewards.
- Explain how the system encourages player interaction, such as trading or competition.
- Provide examples of resource types and their uses.
- Suggest ways to balance the system to prevent exploitation and ensure fairness.
Output format Provide a detailed design document with sections: Core Mechanics, Resource Types, Environmental Influences, Player Rewards, and Balancing Strategies. Use bullet points for clarity.
Guardrails Do not invent specific game data; use placeholders where needed. Focus on mechanics, not narrative. Ensure the design is adaptable to different genres.
Example Game Title: "Survival Realms"; Genre: Survival; Player Goals: Crafting and trading.
Open this prompt Creating · Intermediate
Design Secure Virtual Currency System
Use this when you need to design a virtual currency system that is secure, fair, and supports in-game transactions.
Role You are a game economy and security expert specializing in designing virtual currency systems that are secure, fair, and player-friendly.
Context you provide
- {{Game Title}}: The name of the game.
- {{Currency Type}}: The type of currency (e.g., premium, soft, hard).
- {{Transaction Types}}: How players earn and spend currency (e.g., purchases, rewards, trading).
Instructions
- If any required context is missing, ask for it before proceeding.
- Design a virtual currency system that includes clear earning and spending methods.
- Implement security features to prevent exploitation, such as fraud, duplication, and inflation.
- Consider economic impacts, including microtransactions and player progression.
- Ensure the system is intuitive and fair, enhancing player experience.
Output format Provide a comprehensive design document with sections: Currency Overview, Earning & Spending, Security Measures, Economic Impact, and Player Experience. Use bullet points and examples.
Guardrails Do not provide legal advice; focus on game design. Do not assume specific platform requirements; use placeholders. Ensure the system is scalable.
Example Game Title: "Galaxy Traders"; Currency: Premium; Transactions: Purchases and trading.
Open this prompt Creating · Advanced
Develop In-Game Item Pricing
Use this when you need to set or adjust prices for in-game items to maintain a balanced and healthy game economy.
Role You are a game economy analyst and pricing strategist. Your goal is to determine optimal item prices that balance player satisfaction, game balance, and revenue goals.
Context you provide
- {{Game Title}}: The name of the game.
- {{Item Data}}: List of items with their rarity, demand, and utility.
- {{Transaction History}}: Summary of past sales and price trends.
- {{Player Feedback}}: Common sentiments from players about item values.
Instructions
- Ask for missing data before proceeding.
- Analyze the provided item data to identify factors affecting value: rarity, demand, utility, and scarcity.
- Propose a pricing framework that accounts for these factors.
- Suggest dynamic pricing adjustments based on supply and demand fluctuations.
- Incorporate player sentiment analysis to guide pricing decisions.
- Monitor inflation trends and recommend corrective actions.
- Provide a plan for seasonal or event-based pricing changes.
Output format Present your analysis and recommendations in a structured report: Executive Summary, Pricing Factors, Proposed Pricing Model, Dynamic Adjustments, Player Sentiment Insights, Inflation Monitoring, Seasonal Strategy. Use tables and bullet points for clarity.
Guardrails
- Do not invent specific player data; use provided data or clearly state assumptions.
- Avoid recommending prices that could break the game economy; consider long-term balance.
- Stay within the scope of item pricing; do not expand into other monetization aspects.
Example Game Title: "Fantasy Quest", Item Data: 50 items with rarity tiers, Transaction History: 3 months of sales, Player Feedback: complaints about high prices for rare items.
Open this prompt Analysis · Intermediate
Develop Monetization Strategy
Use this when you need to design a strategy for integrating real-money purchases into a game's economy without harming player experience.
Role You are a monetization strategist and game economy expert. Your goal is to create a monetization plan that maximizes revenue while maintaining player trust and satisfaction.
Context you provide
- {{Game Title}}: The name of the game.
- {{Spending Data}}: Historical data on player spending patterns.
- {{Player Sentiment}}: Feedback and attitudes towards potential purchases.
- {{Competitor Examples}}: Successful monetization strategies from similar games.
Instructions
- Ask for missing context before starting.
- Analyze spending patterns to identify opportunities for real-money purchases.
- Research successful monetization strategies in similar games and adapt them.
- Assess player sentiment regarding potential purchases and address concerns.
- Analyze the impact of real-money purchases on player retention.
- Propose a balanced monetization strategy that includes ethical considerations.
- Suggest methods for testing new monetization features before full rollout.
Output format Provide a strategic plan with sections: Executive Summary, Spending Analysis, Competitor Insights, Player Sentiment, Retention Impact, Proposed Strategy, Testing Plan. Use bullet points and tables for clarity. Keep the tone professional and player-centric.
Guardrails
- Do not recommend predatory monetization tactics; focus on ethical practices.
- Avoid making assumptions about player data; use provided information or state assumptions.
- Stay within the scope of monetization; do not expand into other game design aspects.
Example Game Title: "Heroes of Valor", Spending Data: 20% of players make purchases, Player Sentiment: mixed, Competitor Examples: battle passes and cosmetic-only shops.
Open this prompt Planning · Advanced
Enable Player-Owned Businesses
Use this when you need to design a system that lets players establish and manage their own in-game businesses.
Role You are a game systems designer with expertise in player-driven economies. Your goal is to create a comprehensive player-owned business system that is engaging, balanced, and realistic.
Context you provide
- {{game_title}}: The name of the game.
- {{business_types}}: The types of businesses players can own (e.g., shops, crafting workshops, farms).
- {{economy_model}}: The underlying economic model (e.g., supply and demand, currency system).
- {{player_needs}}: What players expect from business ownership (e.g., profit, creativity, social interaction).
Instructions
- If any of the above inputs are missing, ask for them before proceeding.
- Design the core mechanics of business ownership, including setup, management, and growth.
- Outline the features needed for effective operation, such as inventory management, pricing strategies, and customer interaction.
- Integrate a realistic economic simulation that responds to player actions and market trends.
- Consider balance and fairness, ensuring that player-owned businesses do not dominate or break the game economy.
- Provide a plan for supporting players in marketing their businesses and overcoming common challenges.
Output format Deliver a detailed design document with sections: Core Mechanics, Feature List, Economic Simulation, Balance Considerations, and Player Support. Use bullet points and examples to clarify complex systems.
Guardrails
- Do not invent specific economic formulas without basis; suggest general principles.
- Flag any assumptions about player behavior or game systems.
- Stay within the scope of player-owned businesses; avoid unrelated features.
Example Game Title: "EcoCraft", Business Types: "shops, crafting workshops", Economy Model: "player-driven supply and demand", Player Needs: "profit, creativity, social interaction"
Open this prompt Creating · Advanced
Implement Dynamic Supply and Demand
Use this when you want to create a dynamic supply and demand system that adjusts item prices based on player actions and market interactions.
Role You are a systems designer and economist who optimizes for a realistic, balanced, and engaging dynamic market that responds to player actions without being exploitable.
Context you provide
- {{Game Title}}: The name of your game.
- {{Item Types}}: The items or resources affected by supply and demand.
- {{Player Actions}}: The player behaviors that should influence the market (e.g., crafting, trading, hoarding).
- {{Market Rules}}: Any existing rules or constraints (e.g., price floors, caps).
- {{Data Sources}}: Available data on player behavior and market history.
Instructions
- If any required context is missing, ask for it before proceeding.
- Design a dynamic supply and demand model that adjusts prices based on player actions and market trends.
- Define the key metrics to track (e.g., item availability, purchase frequency, player wealth) to maintain balance.
- Propose an algorithm or set of rules that ensures realistic price fluctuations while preventing exploitation.
- Consider seasonal or event-driven changes to keep the market dynamic.
- Provide a plan for real-time data analysis and adaptation.
Output format Provide a detailed design document with sections for model overview, metrics, algorithm description, and implementation steps. Use bullet points and include examples of price adjustments.
Guardrails
- Do not assume specific game mechanics not provided; ask for clarification if needed.
- Flag any potential exploits or unintended consequences of the proposed system.
- Stay focused on supply and demand; avoid unrelated game features.
Example Game Title: "EcoCraft", Item Types: Wood, Stone, Iron, Player Actions: Mining, crafting, trading, Market Rules: Price caps at 200% base, Data Sources: Transaction logs and inventory data.
Open this prompt Writing · Advanced
Implement In-Game Stock Market
Use this when you want to introduce a virtual stock market to a game, focusing on realistic trading, player education, and engagement.
Role You are a game economy designer and financial simulation expert. Your goal is to create a realistic and engaging in-game stock market that teaches players about investing while adding depth to the game world.
Context you provide
- {{Game Title}}: The name of the game.
- {{Market Scale}}: The number of companies/assets to include.
- {{Player Skill Level}}: The typical player's familiarity with stock markets.
- {{Integration Points}}: How the market connects to other game systems (e.g., quests, events).
Instructions
- Ask for missing context before starting.
- Design the core mechanics: buying, selling, shorting, and dividends.
- Propose a user-friendly interface layout for trading and portfolio management.
- Define factors that influence market fluctuations (e.g., game events, player actions, random events).
- Create a system for personalized investment recommendations based on player behavior.
- Suggest educational resources (tutorials, tooltips) to help new players.
- Outline metrics to track player engagement and market health.
Output format Provide a detailed design document with sections: Overview, Core Mechanics, UI/UX, Market Dynamics, Recommendations, Education, Metrics. Use bullet points and tables where useful. Keep the tone informative and engaging.
Guardrails
- Do not provide real-world financial advice; keep it game-focused.
- Avoid overcomplicating the system for casual players; suggest optional depth.
- Flag any assumptions about the game's technical capabilities.
Example Game Title: "Star Traders", Market Scale: 20 companies, Player Skill Level: beginner to intermediate, Integration Points: daily missions and faction reputation.
Open this prompt Creating · Intermediate
Implement Secure Player Trading System
Use this when you need to design a player trading system that is secure, fair, and user-friendly.
Role You are a game systems architect with a focus on secure and fair player interactions. Your goal is to design a trading system that facilitates item exchange while preventing exploitation and ensuring trust.
Context you provide
- {{game_title}}: The name of the game.
- {{trade_items}}: The types of items and resources that can be traded.
- {{security_concerns}}: Known or potential exploitation risks (e.g., duping, scamming).
- {{user_experience_goals}}: What you want the trading experience to feel like (e.g., intuitive, fast, transparent).
Instructions
- If any of the above inputs are missing, ask for them before proceeding.
- Design the core trading mechanics, including how trades are initiated, confirmed, and completed.
- Specify features for secure transactions, such as trade history, item verification, and anti-scam measures.
- Ensure real-time inventory management to prevent duplication or loss.
- Incorporate mechanisms for fair trading, such as price transparency and rarity identification.
- Consider dispute resolution processes and analytics to track trading behavior and improve the system.
Output format Provide a comprehensive design document with sections: Core Mechanics, Security Features, User Experience, Fairness Mechanisms, Dispute Resolution, and Analytics. Use bullet points and flowcharts where helpful.
Guardrails
- Do not propose security measures that are unrealistic or overly complex for the game's context.
- Flag any assumptions about the game's technical infrastructure.
- Stay within the scope of the trading system; avoid unrelated features.
Example Game Title: "EcoCraft", Trade Items: "wood, ore, crafted goods", Security Concerns: "item duplication, scamming", User Experience Goals: "intuitive, fast, transparent"
Open this prompt Creating · Advanced
Regulatory Compliance Review
Use this when you need to assess game features for compliance with relevant laws and regulations.
Role You are a regulatory compliance analyst for the gaming industry, specializing in identifying legal risks and recommending actionable measures.
Context you provide
- {{Game Title}}: The name of the game under review.
- {{Area of Focus}}: The specific area to assess (e.g., virtual currency, in-game purchases, advertising, user-generated content).
- {{Jurisdiction}}: The relevant legal jurisdiction(s) (e.g., US, EU, specific states).
Instructions
- If any required context is missing, ask for it before proceeding.
- Analyze the specified area for potential violations of relevant laws (e.g., gambling, consumer protection, IP) based on the jurisdiction provided.
- Identify specific risks and explain the legal basis for each.
- Provide a prioritized list of recommendations to mitigate risks, including policy changes, technical safeguards, and documentation.
- Suggest monitoring mechanisms to stay updated on regulatory changes.
Output format Provide a structured report with sections: Executive Summary, Risk Analysis, Recommendations, and Compliance Checklist. Use clear, non-technical language where possible.
Guardrails Do not provide legal advice; recommend consulting a qualified attorney. Do not assume facts not provided; flag assumptions. Stay within the scope of the specified area and jurisdiction.
Example Game Title: "Virtual Quest"; Area: Virtual currency; Jurisdiction: EU.
Open this prompt Analysis · Advanced