Types of game currencies in mobile free-to-play

Jan. 19, 2021
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Currencies are the pillar of any real-world modern economy, since exchanges are done through them. Their objective is to be as universal and frictionless as possible, to make the system more efficient in allowing transactions.

Contrary to that, F2P games feature specialized currencies that have strict rules and limitations. Each in-game currency has been designed with a purpose: be it to push the player towards specific activities that will foster the fun, generate monetizable scarcity, provide a reason to come back later, or other.

This article aims to list the main types of in-game currencies, their uses, and general characteristics. The goal is to help you decide which ones would be appropriate for your game and which extra rules you should add to them — or even think of new hybrid mutations.

This is a follow-up of my article about IAP packs balance and design, which covers the relationship of in-game currencies with real world money. You may want to check that one out if you haven’t already!

Types of currencies and their purpose

First of all: What’s a currency?
I’m defining ‘currency’ as an element that has no use value in and of itself, but rather its main purpose and value comes from its ability to be exchanged for something else which has an actual use value.
So in accordance to this, I’m not considering currencies the following things:

  • Score metrics like Clash Royale’s Trophies. Even though trophies grant rewards when reaching certain milestones or at the end of a competition period, we could argue that the main purpose of Trophies is not to be exchanged, but to represent the player’s competitive prowess and progression.

  • Progression metrics like Experience Points or Player Level, which similarly are oriented towards representing (or gating) player progression within the game, rather than serving as a means to be exchanged.

But I will be considering currencies any resources or items whose purpose is accumulation to buy upgrades (like Clash Royale‘s cards… the first card of each type is to unlock the unit in gameplay, but after that point they’re a currency).

Also, note that the types are not mutually exclusive and some of the categories may in fact be subcategories of each other. For example, an event currency can be a hard currency, within the context of an event.

Based on those assumptions, I’m classifying currencies in 11 different categories(Though I’m sure the list is missing several so it may grow. If you spot what’s missing, let me know in the comments!). They are:

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1. Hard currency (AKA cash)

A hard currency is a high value currency which is primarily obtained through IAP and is closely related to monetization. Often it allows the player access to exclusive premium content. Examples would be the Gems on Brawl Stars, or the Gold Bars in Candy Crush Saga.

Hard currency is the closest thing to an universal medium of exchange, since it not only allows players to purchase content, but can also be exchanged for most of the other currencies — and indirectly allows players to obtain the means to get what they want:

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Gems in Brawl Stars allow players to buy content directly or exchange them for coins. And while trophies aren’t purchasable, the player can buy boxes which accelerate the acquisition of more brawlers and upgrades, that ultimately allow the player to move forward on the trophy count.

As a consequence, overflowing the economy with hard currency will diminish a game’s ability to generate situations of scarcity where the player needs to spend real money.

Because of this, sources of hard currency tend to be few and are under strict control — it’s a resource that generally doesn’t suffer inflation over the progression of the game.

A good way to check the health of an in-game economy is to check the sources of hard currency, and the amounts stored by paying and non-paying users. Increments on the player currency savings may indicate an imbalance on rewards, or perhaps the lack of valuable content to buy, or sinks.

Nevertheless, if used wisely and with measure, hard currency is an excellent reward because it’s extremely valuable for all the players, regardless of their progression or amount spent. This may not necessarily be true for other types of rewards (i.e. heroes, which may already be owned by the player, not valuable for competition, or below the level of the characters already owned by the player).

2. Soft currency (AKA coins)

A soft currency is a low value, general-purpose currency which is primarily obtained for free, either by playing or just waiting. Examples of this would be Credits in Call of Duty Mobile (the main reward for completing matches), or coins in Idle Miner Tycoon (which are automatically generated over time).

We all know about this one because it’s part of the dual-currency mechanism that has ruled the F2P model since before the times of Facebook games. The benefit of this dual model being that it’s a simple way to separate the content for non-paying users from the one that is premium and exclusive.

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Playrix ‘scapes series and Matchington Mansion feature a single currency, which is used on almost anything purchasable. So they only have soft currency. This requires a more strict control of incomes and outcomes to avoid devaluation, which would harm the need for players to monetize.

3. Medium currency

So what happens when you want a currency that players can grind with relatively ease without destroying your overall economy, but your soft currency is too soft to generate monetization around it? You create a mix, of course!

The medium currency is a currency obtainable through grinding, but which has some kind of limitation to their usage or accumulation.
This makes it more resilient to the devaluation that soft currencies tend to suffer due to their nature, while creating additional monetization opportunities around their limitations (storage expansions, refills, etc…).

Some games incorporate several of these gating mechanics to their soft currencies, in order to keep the game economy more under control.
This is a great idea to have a game economy that’s easy to manage, but incorporates clear friction points versus a standard model, which users may find unfair or frustrating.

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Our friends at Supercell are fond of adding limits to their soft currencies: In Clash of Clans the storage level determines the max amount of gold coins that can be owned. And both Clash Royale and Brawl Stars, have time-based caps to the amount of soft currency obtainable by playing.

Some examples of the gating that medium currencies may incorporate are:

Capped accumulation

This may range between a hard limit on how much currency can be stored (like Gold in Clash of Clans), or making harder the accumulation beyond a certain point (like the protection capacity of storages in Rise of Kingdoms).

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