Telltail dashboard showing the Seraphine Limited Banner economy change, with parameter sliders, player sentiment risk, revenue impact, churn risk, spend conversion, and a simulated revenue distribution chart

Telltail: A dashboard for previewing a game economy change’s revenue and sentiment risk before it ships.

Problem

Economy designers can model average outcomes while missing the risk in the unlucky tail.

What I did

Designed a dashboard that pairs simulated revenue impact with player-sentiment risk, side by side.

Result

A B2B SaaS concept validated against a real industry case study and grounded in economy-design research.

Surfacing sentiment risk before shipping economy changes

Game economy designers tune drop rates, pity thresholds, and currency rates for revenue, but average-case math can hide the experience of unlucky players.

Telltail is a B2B SaaS preview tool that simulates players across the full range of luck, showing revenue impact and sentiment risk side by side before an economy change ships.

Average-case economics don’t show the experience of the unlucky tail.

Looking beyond the average player

I looked at job postings, developer discussions, academic research, and public examples of monetization backlash. Together, they pointed to a gap: economy tools focus on expected outcomes, while player reactions can be driven by the extremes.

This research shaped the direction for Telltail.

🗺️Competitive landscape

itembase.dev is a live, limited-beta competitor built for pull-rate and pity modeling, positioned as pre-launch validation, distinct from post-launch analytics. This validates the space without saturating it.

itembase.dev
💼Hiring signal

Economy designer job postings often expect design and spreadsheet/scripting skills in one person, especially at smaller studios.

Vivid Games job posting
😪Developer pain point

Indie developers consistently describe economy balancing as a recurring struggle, because static spreadsheets show a fixed percentage, and not the streaks players may actually experience.

StraySpark Studio
📚Academic research

Pity systems function as both a risk-signaling mechanism and a spending incentive simultaneously, actively shaping spend behavior.

ScienceDirect
⚖️Regulatory angle

China mandates precise reward-probability disclosure; ESRB/PEGI require randomized-purchase warnings. Verifying simulated behavior matches disclosed odds is a real, semi-legal need.

Cambridge Core, Behavioural Public Policy
🎮Real case study

Blue Archive changed its pity system without warning in 2026. Players could no longer save points toward a future character, the backlash was severe enough to crater its Steam rating, and the producer issued a public apology.

Automaton West
📊Frequently cited figure

Blog posts commonly cite gacha mechanics as 60–90% of hard-currency spend.

Meet Priya: she does the math right and still gets blindsided.

Priya owns the currencies, drop tables, and pity curves for an F2P mobile economy, working from spreadsheets that show the average outcome but not what an unlucky player actually experiences.

Priya

Economy & Systems Designer

StudioF2P mobile, 15–40 people
OwnsCurrencies, drop tables, pity curves, battle pass pacing
Tools todayGoogle Sheets / Excel + ad hoc scripts
Pain point

Priya’s spreadsheet shows the average player’s experience. The numbers can look fine while still hiding outcomes that could upset players.

How might we help video game economy designers gain awareness of the gap between an unlucky player’s experience and the perfect average player’s experience, before shipping an economy change?

Three initial directions and their insights

Still brainstorming at this point, not building: three ways to surface the unlucky tail, weighed against the research and each other before any UI existed.

Primary spine

Dual-impact preview

Before shipping, show revenue impact and player-sentiment risk side by side, modeled around the Blue Archive pity-system case. This also differentiates Telltail from itembase.dev, which focuses on pull-rate and pity modeling.

Folded in

Distribution view

Run the change against simulated players and visualize the full outcome spread. This feeds the revenue side of the preview and shows how the number is distributed.

Cut, insight kept

Ambient simulation

Simulation running continuously in the background, flagging risk as Priya types. The math is fast enough that an always-on process isn’t necessary.

A workflow built around one decision loop

The core workflow is Home → Create/Open Change → Adjust Parameters → Review Impact → Save or Send for Review. As parameters change, simulated outcomes update live.

Games, Reports, Settings, and Profile complete the product shell but were outside this build.

User flow diagram: Open leads to Home, which branches to Create new change or Select change, both leading to Adjust parameter, then Live recompute, then a Ready to ship decision that routes to Save draft or Send for review, both looping back to Home. Adjust parameter also connects to Adjust range settings. Home also links to Games, Reports, Settings, and Profile, which do not exist yet.

First draft: three metrics, no hierarchy

I prototyped the first dashboard in Figma Make. It gave revenue impact, churn risk, and spend conversion equal visual weight, which didn’t match their actual priority: churn and spend conversion are supporting metrics, not equal ones.

The fix wasn’t more metrics. It was an order: sentiment risk first, then revenue impact, with the supporting metrics beneath it.

Early prototype of Telltail's dashboard, using a light theme with heavy red urgency flags on negative deltas

The fix: one workspace, outputs ranked by priority

The rebuilt workspace pairs the parameters Priya adjusts with outputs ranked by priority, so the sentiment risk score leads instead of competing with revenue and churn.

Parameters/inputs

Drop rate2.1%
Pity threshold80 pulls
Bundle price$2.99
Hard currency rate85%

Live output (weighted by hierarchy)

Sentiment risk score

Headline: the gap this tool exists to fill

Revenue impact

Secondary: already visible elsewhere, but still matters

Churn risk & spend conversion

Supporting metrics, paired with revenue

Distribution graph

Supporting detail, attached to revenue specifically

A dashboard designed for decisions

The rebuild also moved to a dark theme for legibility. Telltail contrasts the urgency of the games it analyzes with a calmer environment for comparing outcomes and making decisions.

The visual system uses Spline Sans, Spline Sans Mono, a dark monochromatic base, and a green-to-red semantic scale for revenue and risk. The dragon-tail logo references both the product name and the unlucky tail of the distribution.

Telltail logo mark applied above the live dashboard UI Telltail logo icon shown in the macOS dock
Telltail dashboard showing the Seraphine Limited Banner rate-up buff parameters, player sentiment risk score, revenue impact versus the live economy, and simulated revenue distribution across 100,000 sessions

The result: sentiment risk leads every screen

Telltail home screen, listing economy changes with revenue impact, sentiment risk, and status
Home screen, listing every change.
First working build of Telltail, showing parameters, sentiment risk, revenue impact, churn risk, spend conversion, and the revenue distribution chart
Economy change screen, with a dual-impact preview.

What I learned

The main challenge was deciding what deserved attention first. The final hierarchy puts sentiment risk first, followed by revenue impact and supporting metrics, and carries that structure from economy inputs through the resulting dashboard.

What’s next: accounting for duplicate-dependent power

The current simulation focuses on whether a player obtains a desired character. A fuller model would account for systems where multiple copies determine functional value, such as Genshin Impact’s Constellation system.

Future versions could model the number of copies needed to reach different power thresholds and how those thresholds affect sentiment risk.