Contents
Engine-independent guidance
Scarcity creates value and decisions
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The principle
A resource matters only when it is scarce enough to force choices. Abundance trivializes — if you can have everything, there's nothing to decide; over-scarcity frustrates and paralyzes. Tune scarcity so that spending a resource is a real tradeoff.
Applies when
Any resource the player accumulates and spends — currency, consumables, materials, action economy, time. Central to RPG, survival, strategy, and roguellike design.
Does not apply / Exceptions
Some resources are meant to be abundant — a resource that exists to be spent freely for expressive or comfort reasons (cosmetic currency, generous ammo in a power-fantasy shooter) shouldn't be artificially starved. Power-fantasy and relaxation designs deliberately loosen scarcity. And scarcity that's too tight in a learning context (early game) can gate players out; scarcity often tightens as mastery grows.
Rationale
Value is a function of scarcity: a resource the player has in unlimited supply carries no weight, so decisions about it are hollow (buy everything, use freely, feel nothing) [S-economy-design]. Meaningful resource decisions — this potion now or save it? this upgrade or that one? — only exist when having one thing means forgoing another, which requires scarcity. This is DESIGN-0002 (interesting decisions) expressed through economics: scarcity is what makes a spending choice a genuine tradeoff rather than a formality, and it's what gives rewards their emotional weight. But the dial has two bad ends — abundance drains meaning, and crushing scarcity produces frustration, hoarding (players too afraid to spend), and analysis paralysis. The craft is finding the tension in between.
Implementation
Tune each resource's scarcity to the weight you want its decisions to carry — tighter for resources meant to create tension, looser for those meant to enable expression. Watch for hoarding (a sign of either too much scarcity or unclear value) and for trivializing abundance (a sign of weak sinks — ECON-0003). Scarcity and the faucet/drain balance (ECON-0001) are the same dial seen from two angles.
Disagreement
Tight scarcity (tension, meaningful decisions, survival stakes) vs. generous abundance (power fantasy, expression, low friction) — both are valid depending on whether the resource is meant to create tension or enable freedom. Over-scarcity's frustration and abundance's meaninglessness are the two failure modes to steer between.
Notes
The value-and-decision rationale beneath the flow model (ECON-0001) and a direct economic expression of DESIGN-0002 (interesting decisions) and BAL-0002 (meaningful choice). Confidence 4.
Connected principles
Source trail
Evidence strength describes support for this guidance, not a probability that it is right for your situation.
Ernest Adams and Joris Dormans. Game Mechanics: Advanced Game Design. New Riders, 2012.
Source notes →Citation and record details
GDC-L1-ECON-0002 · contextual guidance · canonical
Recorded verification date: 2026-07-14. This is not a claim of an engine test.