LiveOps Economy Checklist
This checklist is meant to run on a recurring basis — once per content release — covering pre-release faucet/sink review, seasonal currency isolation, scheduled balance cadence, and event fatigue risk. For the underlying strategy, see the LiveOps economy best practices guide; to get a second set of eyes on a specific release, book a free consultation.
A live game's economy is never "done" — every content release quietly adds new currencies, sinks, rewards, and events, and each of those additions nudges the balance in some direction. Unlike a pre-launch checklist that gets worked through once, this one is built to be run again and again, ideally as a standing step in your release process. It pairs well with the wider set of checklists and worksheets if you want a deeper one-time audit alongside the recurring habit.
Pre-Release Economy Check
- Every new currency, material, or reward added in this release has at least one matching sink identified
- New faucets have been checked against existing sink capacity, not assumed to "balance out eventually"
- Any new reward's power level has been checked against power creep risk before it ships, not after players report it feels mandatory
- Reward pacing for this release has been compared against the previous two or three releases, not evaluated in isolation
- Anyone who missed the previous release can still catch up without the new content making that gap unbridgeable
Seasonal / Event Currency Isolation
- Every event currency has an explicit decision on whether it resets, expires, or persists after the event ends
- Event currencies that are meant to be temporary can't be converted into permanent economy value at a favorable rate
- Leftover event currency at expiration has a defined, documented fate — spent, converted, or forfeited
- Event currency exchange rates have been checked so they can't be used to bypass the permanent economy's intended pacing
- Players who skip the event entirely aren't left holding stranded currency from a partial run
Recurring Balance Cadence
- Currency inflow and outflow have been reviewed on a fixed schedule this cycle, not only because something looked broken
- A quick directional check has been run through the game economy health score as a lighter-weight pulse check between full audits
- Sink utilization is tracked release over release, so a sink quietly going unused gets caught early
- Any currency with a growing average player balance has been flagged for review, since accumulation usually means a missing or weak sink
- Balance changes from this release have an owner and a date for the next scheduled follow-up check
Event Fatigue Check
- A player can skip any single event without falling meaningfully behind peers who participated
- Event frequency for this quarter has been reviewed against player feedback and participation trends, not just the content calendar
- Back-to-back events don't require near-daily logins to avoid a hard progression penalty
- Rewards exclusive to one event don't create permanent power gaps for players who miss it
- Participation rates for recent events have been compared over time to catch early signs of fatigue before they show up in retention
Illustrative example A game adds a new seasonal currency for a two-week event and lets leftover currency convert into the permanent premium currency at a generous rate. Players stockpile it across several events, and by the third season the conversion has quietly inflated the permanent economy far more than any single release intended. Isolating the seasonal currency — or capping the conversion — is the kind of fix this checklist is meant to catch before it compounds.
FAQ: LiveOps Economy Checklist
How often should I actually run this checklist?
Run it before every content release, not just annually or when something breaks. LiveOps economies drift a little with each event and currency added, and those small drifts compound — a checklist run once a year will always be reviewing a economy that's already several releases out of balance.
What's the difference between this and a one-time pre-launch checklist?
A pre-launch checklist is designed to be worked through once, before a game ships, and then mostly retired. This one is meant to be reused every single release cycle, because live economies keep changing after launch in ways a pre-launch review can never anticipate.
Do I need a full economy audit every release, or can I use a lighter check?
A full audit isn't necessary every time. Between deeper reviews, run the release through a quick directional health score check, and reserve a full audit for quarterly checkpoints or whenever the quick score flags a problem.
What counts as event fatigue, concretely?
Event fatigue shows up as declining participation in events players used to complete reliably, or as forum and support feedback about feeling forced to log in constantly. If skipping one event visibly sets a player back relative to peers who didn't skip it, that's a structural cause worth checking before assuming it's just a marketing problem.