The target player is not an engineer or an economist, but a person on the street that still believes fiat is good and that we are fine with money controlled by the state.
When you decide to create a game, so the target surely the game lovers and a few people that may be interested in it. This is not a bad idea but I assume it won't involve significant numbers of people. Moreover, not all gamers always try a new game, some of them just play with their favorite games and stuck on them. So, how to handle this fact?
I think the trick will be to not target game lovers. Instead, I'll target some of those millions of people that have a coinbase account. They have put their money into some cryptocurrency. In theory, they will be interested in learning more about bitcoin.
Going through the discussion here, I am thinking maybe I shouldn't even call this a game at all anymore, but an educational app with elements borrowed from game design and gamification.
For example:
1. Complete the first task where you discover the emission schedule of bitcoin.
2. Get a screen that says, "Well done you are now at Level 1".
3. The user/player goes to the next screen where the conversation is about, "How do I actually use bitcoin? Do I need a special credit card?"
4. At the screen in 3., there is a text telling the player their current level. Something like:
https://www.cheatcc.com/imagesds/radianthistoria_0b.jpgThe levelling screen in 2. and the current level in 4 are the "game" parts here.