GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Restraining Inflation: Monitoring and Course-Correcting Economic Systems

Qinfang Ying (Senior Data Mining Engineer, Netease)

Yongcheng Liu (Director of UX Department, Netease)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: TBD

Audience Level: All

The develpoment cost of a MMO game could be considerably huge, but it brings a
significant amount of revenue as well. The products' lifecycle will be in risk while game developer cannot control the extent of inflation of game products limited in their prediction.
The Netease ThunderFire UX data team have lots of experience of how to monitor and
control economic system in successful MMO games, such as "Ghost", "Justice",which bring more 2 billion dollars revenue over the past few years. Through a series of data visualization cases, this report will demonstrate how we monitor the economic system. Specifically, it contains how virtual currency and key items are produced, the consumption, the storage, the price, and the trade between players. Also, it will show how the data support the team regulate and control the games and how does it alert while there are risks or exceptions in games.

Takeaway

Through a series of data visualization cases, this report will demonstrate how we monitor the economic system. Specifically, it contains how virtual currency and key items are produced, the consumption, the storage, the price, and the trade between players. Also, it will show how the data support the team regulate and control the games and how does it alert while there are risks or exceptions in games.

Intended Audience

All especially people interested in the game economy system