What's the point of having two in-game currencies?

I mean I think I get why but like, let’s say for example in this game called Rope Battles they have two forms of currency which is coins and gems, the coins are more easily attainable and the gems are a bit harder and I believe you can only get them through doing daily challenges or spinning a wheel or buying them through the shop

It also looks like some of the ropes your able to buy in the game can only be bought using gems



So like what is the point of having two currencies where one is rarer then the other one, and is it better then having just 1 currency? What is the thought process behind this because I’m thinking about implementing 2 currencies within my own game if it seems neccessary

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The second currency, which is often gems, can be implemented for 3 main reasons:

  1. You are planning to make the game entirely free to play. Players can earn small amounts of gems daily while playing and use them to purchase items that they would normally buy with Robux such as gamepasses and products.

  2. You need a structured and controlled side economy for player-to-player in-game transactions, such as trading, an item marketplace, and similar features. In this case, gems can be obtained in small quantity while playing, but also be bought with Robux.

  3. It is simply used as a secondary currency for others f2p side gameplay features such as upgrades, primarily to introduce more diversity into the game and to regulate progression.

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or the second currency can be used as free robux it would be hard to get but it can give you paid items for free most people would just use robux and those who dont have robux can also get it… everyone is happy!

It’s to keep things more interesting.
Play a game with one currency and everything is bought at the same value.

Now add ‘gems’ or whatever, and you can only buy certain items with a large amount of currency, or a small amount of gems. The player gets to choose how to spend each one.

For example Car Crushers 2 has money, Scraps, Platina, or Credits which can be gained in different ways. As you gain money (gained by just crushing/crashing cars) you automatically get each next car worth below the amount of money you have.
Scraps are gained when you damage/destroy your cars.
With Platina you get that with different tasks done during gameplay. It can be used to buy each special car.
You upgrade a car by spending Scraps gained from crashing just that model of car. You can also spend Credits to upgrade cars which are gained through other quests/missions.

It’s a pretty well balanced economy. You can still pay for most of the items no matter how you gain these currencies.

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Another reason is that the developer may want to evade the paid random item restrictions. The restrictions apply to random items purchased directly with Robux or with a currency purchasable with Robux. By making the lower currency not purchasable with Robux, they can ensure that every player can roll for random items. Then, the player can use the higher currency to boost how much lower currency they earn. So pretty much adding extra steps between the Robux and the random chance. This is what pet simulator does.