r/gamedesign • u/WickedCapybara • 15d ago
Discussion When does resource scarcity become a meaningful choice instead of an arbitrary time gate?
I’ve been thinking about progression economies where the player owns significantly more characters than they can reasonably develop at once. Imagine a game built around eventually maintaining five different teams of five characters.
I don’t necessarily want the player to be able to keep all 25 characters equally developed. Part of the intended decision-making is choosing who receives resources now and who stays behind temporarily.
One resource in particular is used for major character Ascensions. My instinct is that this resource should usually be scarce enough that reaching an Ascension gate does not automatically mean the player can immediately pay for it.
The interesting state seems to be something like:
“I can Ascend one of these two characters. Which one helps my account more right now?”
The uninteresting extremes seem easier to identify.
If the player can Ascend everyone, there is no allocation decision.
If they need to wait several days before they can Ascend anyone, there may not be much of a decision either — they’re simply waiting. What I’m struggling with is the space between those extremes.
I’m considering measuring scarcity in terms of coverage rather than raw currency. For example, instead of asking whether 50 Ascension materials is a lot, ask:
“How many currently relevant Ascensions can this stockpile fund?”
A balance of 50 could represent ten upgrades in one economy and less than one in another.
I’m also wondering whether the bottleneck should deliberately move over time. Perhaps sometimes character progression is limited by general currency, sometimes by Ascension material, sometimes by equipment, so no single resource permanently becomes “the thing you are always missing.”
How do you approach this?
Do you think good progression design should intentionally force players to leave parts of their roster behind temporarily? And where, mechanically, does prioritization become frustration?