Game currency forms the basis of any free-to-play economy, according to Tilting Point Product Manager Javier Barnes. He identifies 11 types of it.
What is in-game currency?
Currency itself has no intrinsic value, says Barnes. However, it can be exchanged for items that are important to players. This is what makes currency valuable in the eyes of users. It's not the same as all kinds of casino bonuses, listed here https://www.sfgate.com/market/article/best-online-casino-games-18383128.php, this is about regular games.
Therefore, the primary definition of currency is a medium of exchange. For this reason, experience points or any trophies reflecting a user's progress or status cannot be classified as currency.
Hard Currency
Hard currency is a universal form of payment. Gamers can use it to buy not only in-game items but also other forms of currency. The primary source of its inflow is in-app purchases (IAP).
Examples of hard currency include crystals in Brawl Stars and gold bars in Candy Crush Saga.
In Brawl Stars, these crystals can be exchanged directly for content or for coins used to purchase fighters.
Hard currency is not always bought by players. It is also given to users in very limited quantities as rewards.
An excess of hard currency usually indicates a lack of payment funnels or a lack of balance.
Soft Currency
Soft currency is a general-purpose currency. It is the primary form of payment.
Its value in the eyes of users is much less than that of hard currency. The reason is evident: users receive a sufficient amount of such currency during game sessions (i.e., while playing) for progress.
Examples of soft currency: credits in Call of Duty Mobile and coins in Idle Miner Tycoon. The former is the main reward for winning matches, while the latter automatically appears in the user's account over time.
Medium Currency
Medium currency is what players acquire through grinding but has its limitations (in usage or accumulation).
Typically, its introduction makes the in-game economy more resistant to devaluation (an excess of a specific in-game resource may not impact the overall balance), while also providing additional opportunities for monetizing the title (imposed restrictions are often lifted through IAP).
Energy Currency
Energy is a currency that is exclusively exchanged for game time.
It is usually spent on lives to replay a level in games like Candy Crush or Homescapes. Alternatively, energy is used to perform specific actions, as in the dungeons of Monster Legends.
The goal of energy is to limit the amount of time a user spends in the game for free.
Feature Currency
Feature currency refers to currencies that are exclusively relevant to modes and events derived from the main in-game economy.
It could be a resource (internal currency), or energy, or even soft currency. The crucial aspect is that it can only be spent within a specific mechanic that interacts minimally, if at all, with the main gameplay loop.
A prime example is Star Wars: Galaxy of Heroes, where separate campaigns are progressively unlocked, requiring a distinct type of energy for progress.
Social or Viral Currency
This is a special currency that stimulates virality, social engagement, and interaction within the game.
Barnes specifies that the term "virality" has two meanings:
Acquiring new users into the game through existing players (the classic k-factor). In this case, gamers spread the game among people they already know in real life.
Encouraging gamers to interact more actively with other players to increase engagement and retention (the neighbor effect or network effect). Usually, these users do not know each other in reality.
In practice, the second meaning of virality is much more commonly used. After all, attracting new players alone is not enough to sustain an entire currency.
Guild Currency
This currency is associated with guilds/alliances and similar groupings. It's usually linked to corresponding game mechanics.
Players can only acquire it within guilds. Unlike other currencies, it's usually generated not by one person, but by several. However, because of this, guild currency needs additional control; otherwise, it will disrupt the game balance.
Examples of working with guild currency:
All members of the guild collect and benefit from it, but only leaders spend it. For instance, in Shop Titans, leaders can spend prestige on boosts and perks for the entire clan.
The currency is allocated to each individual player, but players can pool together for common goals. In the same game, Shop Titans, users can choose to come together and upgrade the city. The benefits of the upgrade will be available to everyone.
The currency is allocated to each individual player but is generated through collective efforts. This happens with guild points in Summoners Wars.
Barnes notes that sometimes guild currency can also have a social aspect. For example, it can be used to assess a player's contribution to the game - good players bring in a lot of currency and vice versa. This helps with hierarchies within teams. Additionally, from time to time, guild leaders may set quotas for participants and remove those who haven't earned enough.