Web3 version of MapleStory Universe, a version of MapleStory N, was introduced by Keith, the Chief Strategy Officer, at this year’s GDC Game Developers Forum. The presentation focused on the game’s economic model, specifically the quantity of in-game items and the pricing of enhancements. The goal is to provide a reference for future developers who wish to construct other MapleStory game worlds.
Table of Contents
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Introduction to the MapleStory N Economic System
Key Setting 1: Limited Resources
Destruction of Rewards Experience with Unlimited Resources
How to Set the Quantity of Items: Based on Usability
How to Distribute Items: Transparent Reward Stack Design
Key Setting 2: Variable Pricing
Adjusting Enhancement Costs Based on Demand
Economic Model Still in Rolling Testing Phase
MapleStory Universe is expected to consist of multiple game contents, including the officially operated MapleStory N world. It is also expected to feature game worlds and equipment created by other players, maximizing the user reward experience through User-Generated Content (UGC) and modules (MOD).
Recommended Reading:
Nexon Compilation | How will Web3 MapleStory Universe Utilize UGC and MOD to Enhance Player Gaming Experience?
Reason for recommendation: This article provides an overview of MapleStory Universe from a macro perspective, including its business model and game positioning. It also explains how the MapleStory team integrates the concept and background of blockchain into the game, providing a better understanding of the design context behind this article.
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This article will focus on discussing the economic system within the MapleStory N world, specifically how real-world economic principles such as quantity and time are incorporated into the game to make it more realistic and enhance the reward experience (RX), ensuring the sustainability of the game.
Keith stated that the structure of most MMORPGs is based on the infinite generation of items in proportion to the number of users and game time. While this structure may be suitable for single-player games, it is not suitable for multiplayer games with market attributes.
In a structure where items are infinitely generated, it is difficult to maintain the value of assets and the player’s reward experience (RX), which limits the core fun of MMORPGs. If the value of items earned through time and effort continuously depreciates over time, it reduces the motivation for players to invest time and effort in the game, similar to the consequences of hyperinflation.
In contrast, in the real world, from the air that everyone does not consider rare to water and even diamonds that are considered very rare, although there are differences in rarity, everything is ultimately a finite resource.
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MapleStory N resources are limited according to rarity
Keith believes that the quantity of items in the game should also be limited, and their value should be evaluated based on scarcity and demand.
In MapleStory N, items can mainly be divided into four categories: equipment, decorations, consumables, and characters, all of which will be put on the chain. Equipment is the focus of most game values and is implemented using ERC-721. This article will focus on this type of item.
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MapleStory N in-game item categories
The total quantity of each item must be determined, which is the most critical part of game economics. The team currently does not have a clear answer, but during the testing phase, they will verify assumptions and iterate to identify four key considerations for setting the total quantity of items: the maximum number of players, scarcity that does not hinder gameplay experience, item usability, and relative demand.
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Four key factors to consider when setting the quantity of MapleStory N in-game items
First, it is necessary to determine the peak number of players, which can only be obtained closer to the game’s release. The most recent test had 400 players.
The second factor is to ensure that there are enough essential items to meet the expected number of players. In MapleStory games, equipment is the most important factor, as it heavily influences player gameplay experience and progression. The team will go through this process for each item category mentioned above to determine the total quantity of items.
After determining the total quantity, the team needs to consider the number of equipment for each level group. The team refers to the design of traditional MapleStory games and sets the quantity ratio for each level group based on the length of item usage. Items that are only used for a short period will have fewer quantities, while items for long-term usage will have a higher weight. For example, if a piece of equipment has a usage level restriction of 10 to 20, its total quantity will be less than another piece of equipment with a usage level restriction of 50 to 150 because the latter has a longer usage period.
Finally, relative demand needs to be considered. For example, throwing stars can only be used by Thief professions such as Night Walkers and Night Lords, while weapons like two-handed swords are more versatile. The team expects that the demand and competition for universal items will be higher and adjusts the weight accordingly.
Therefore, it can be expected that in MapleStory N, there will be fewer profession-specific equipment than universal equipment, and there may not be too few long-term usable top-tier equipment.
Content and technical development are no longer a problem. The focus now is on the consideration of the economic system. MapleStory Universe expects that most of the efforts in the next six months will be focused on this.
After setting the total quantity, the next step is to consider how to distribute items fairly. Traditional games have unlimited resources, so there is no reference to follow.
MapleStory N uses a reward stack design to distribute items. The system will periodically allocate a certain amount of items to monsters and bosses, and players can obtain corresponding quantities of items by defeating them. The reward update cycle for regular monsters is more frequent compared to bosses, with a cycle of 20 minutes or a week.
However, when a powerful boss (such as the Black Mage) has not been defeated by players or when monsters in a certain area have not been cleared by players for a long time, the rewards will still be periodically distributed and accumulated until a player successfully challenges them in the future. That player will receive more rewards, encouraging players to explore other areas.
The reward stack behind all monsters is transparent and real-time, and all players can access this information.
Another key factor is pricing. Keith and the team believe that in-game equipment purchased with fiat currency will cause inflation and ultimately reduce the gaming experience. Therefore, in MapleStory N, there will be no fiat currency shop, and players cannot directly purchase equipment with fiat currency. They can only use in-game currency earned from the game to enhance their equipment.
However, based on recent videos released by the team, it seems that players may be able to use the in-game cryptocurrency NESO to purchase equipment.
The goal of MapleStory N is to adjust the enhancement prices based on demand. If the demand for a certain item enhancement is low, the enhancement price will decrease. Conversely, if many users are enhancing a particular item, the enhancement price will increase. The price fluctuates based on whether the demand for enhancement exceeds the weighted average, reflecting the pricing mechanism in the real-world economy.
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The price increases whenever someone enhances equipment and decreases when there are no subsequent enhancements
The MapleStory Universe team has tested this “demand-driven pricing model” multiple times, and testers have stated that it requires new strategies to adapt to the changing enhancement prices based on demand. This demand is not only personal but also requires observation of other players’ demand.
This mechanism will encourage players to consider whether they should spend money to enhance popular equipment or look for alternative equipment with lower enhancement demand to save costs and achieve goals faster.
Keith mentioned that during testing, they observed some players purchasing large quantities of inexpensive equipment for enhancement, and then upgrading them to sell them on the market, earning substantial profits. The team hopes to reduce such information asymmetry.
The economic model in MapleStory N is currently well-developed, but there are still many parameters that need continuous experimentation and optimization. Long-term testing is required rather than finalizing everything.
However, this information is not without value. The results and considerations from these internal tests are shared with the community, as players who construct their own game worlds in the future will face the same issues. The aim is to reduce the chances of failure and create a successful game economy.
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Web3 MapleStory Universe Game Content Preview, Adventurer Professions Debut!
Reason for recommendation: This article provides firsthand information, offering a glimpse of the game’s combat visuals and the NFT forging gameplay in MapleStory N. It also reveals that adventurer professions will be introduced first according to the official video.
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