Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

A System Analysis in Popular Games: In-Match Economies

I wanted to talk about a very unique game system, that is scarce, but in very popular games. The idea of the "In-Match Economy". 

Explanation of the In-Match Economy

The “In-Match Economy” system is a mechanic that gives players a starting amount of money at the start of the match. During the game, the player’s amount will change depending on whether the player does well or requires a lot of equipment throughout the match or the tactics the player enacts with their teammates.

Distinctive Traits

What makes this mechanic unique is that everything is reset at the start of the new match. Even if you finished your last match with ten times the starting amount, that money disappears and you start again with the same starting amount as everyone else in the next match. This creates a fair start for players at the start of every match. 

Counter Strike is a good example of the In-Match Economy System

Having this mechanic allows for each match to be played uniquely in comparison to previous matches. Some examples would be:

  • If you are struggling to beat the opponents, you may have to have more “Save Rounds” to buy better equipment.
  • Or if you are struggling personally, but your team is doing well, you may require more “drops” which can end up hurting your teammates.
  • You may also start with random abilities and stats at the game, which forces you to build unique items, characters, or playstyles to win. 

Each gameplay round to round will be played differently depending on how well the team’s/your economy is working or not working.

These variable matchups with a flexible in-match economy allow for unique and distinctive gameplay.

Game Example: Counter Strike 2

Counter Strike is a tactical 5v5 that has an in-match economy system. Players can buy weapons, grenades, and equipment. Both sides start with $800 and will increase or decrease depending on the weapons they buy, the amount of kills they will get, and the objectives they complete. 

A table showing the cash reward for kills of that weapon type
Counter Strike is unique due to your ability to change which weapons you bring into the match. You can change which weapons will go into your Pistols, Mid-Tier, and Rifles slot. If coordinated with your teammates, you can cover a large array of weapons, they can be dropped for teammates. 

Game Examples: Valorant

Valorant is also a 5v5 tactical shooter with an in-match economy system very similar to Counter Strike with a few additions.

The Buy menu if you play the agent Chamber

Valorant makes its system unique by replacing grenades with your agent’s unique abilities that only you have. Depending on the agent you pick, you may have to spend more to get your abilities than other agents. This may cause teammates with cheap abilities to have to drop weapons more often, due to the increase of available money, for agents who have to spend more on their abilities. 

Game Examples: Team Fight Tactics

Stepping away from tactical shooters, Team Fight Tactics is a game mode in League of Legends which has an in-game economy system. All players start with different starting champions and must plan out teams that synergize in order to beat other players. Every round will have a “buy phase” which is where players must decide on which characters are worth buying, pay for a reroll for a new selection of characters, or buy exp for an early level up. 

A roster of one of the sets in TF

What makes Team Fight Tactics unique is that there is also a “stock” of characters that are available to the players. If two players are going for character A, but there is only a certain amount of times character A is available for purchase, the players may need to change their strategy if they want to win the game. 

Players can also “lock their shop” if they want to hold onto a character they don’t have the funds for right now or to prevent another player from picking up that character due to the “stock” of character availability.

Another unique system Team Fight Tactics has is a rotating “set” for that season. Characters and team synergies may change from update to update. This allows for unique, constantly changing roosters for players to explore and play with.  

Game Examples: Arena

Another League of Legends mode with a unique in-game economy system is Arena. Arena is a 2v2v2v2v2v2v2v2 game mode that rewards players who win rounds with gold, which allows them to buy items.

This game mode is unique as players also receive random abilities at the start of the game, which they will then need to build around their character’s abilities and various items available in the shop. 


Now that I've explained and shown examples of this game system, what would I do with it? If I had that power, there is one game I would like to implement this into.

New Implementation: Battlefield

The Vehicle Menu for Battlefield 2042
As a veteran player of Battlefield, I believe that the Battlefield franchise could benefit from this system. There have been many times when multiple players are spamming the A button over the tank respawn, and it is only the quickest player that gets to drive that vehicle. 

Instead, all players should start as soldiers on foot, and accumulate points by either getting kills or completing objectives. Once players have enough points for a tank, they can select one upon their respawn. This allows the gradual progression of stronger elements to the battlefield and forces your opposing players to react to such elements.

Additionally, if your team is getting overwhelmed, players can hold onto points in order to purchase better vehicles to even the odds of the fight.

Thank you for reading!

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.