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Economic Balancing and
Improved Monetization Through
Clever Sink Design
Vili Lehdonvirta
Research Fellow, Oxford Internet Institute
University of Oxford, UK
@ViliLe
Concerns in sink design
• Adjustability
• Player acceptance
• Distributional effects
– regressive/neutral/progressive
Taxes and fees
Payment for
item/service
Transaction
tax
Premium sub
monthly fee
Demurrage
Adjustability + +
Acceptance + + –
Why does it
work?
simple
exchange
Side effects creates items
Ultima Online (1997): items wear out
MapleStory (2003): items expire
Pocket Trains (2013): technological progress makes old engines obsolete
Destroying value
Using up/
Wearing out
Expiration Obsolescence
Adjustability + + +
Acceptance – – +
Why does it
work?
projection bias
Side effects
needs constant
content updates
Habbo (2000): “soft” obsolescence – items fall out of fashion
Team Fortress 2 (2008): “soft” inventory limits – pay to expand
MapleStory (2003): pay to revive pet every 90 days
Habbo (2000): feed pet daily
Link item ownership with currency spend
Limited
inventory size
Item
maintenance fee
Adjustability – +
Acceptance + +
Why does it
work?
endowment
effect
endowment
effect
Side effects
limits item
purchases
Habbo (2000):
recycling
Habbo (2000):
Furni-Matic tracks furni thrown out of the game
Voluntary surrender
Recycling Buy-back Outside
redemption
Account
abandonment
Adjustability + + + –
Acceptance + + + +
Why does it
work?
exchange exchange
social
exchange
Side effects creates items
creates
currency
leavers may
gift newbies
Star Trek Online (2010) added lockboxes in 2012
Zhengtu Online (2006) treasure chest
Clash of Clans
(2012): Willing to
bet 580g you can
find a better
target?
Gambling mechanics
Gacha/
Slot machine
Lockbox Kompu Gacha
aka Crack Gacha
Adjustability + + +
Acceptance “+” “+” “+++”
Why does it
work?
gambler’s fallacy
+ sunk costs
gambler’s fallacy
+ endowment
gambler’s fallacy
+ sunk costs
+ endowment
Side effects regulation? regulation?? REGULATION!!!
Image:
InsideSocialGames
Currency sinks
• Payments for items and
services
• Transaction taxes
• Time-based fees
• Demurrage
Item sinks
• Using up
• Wearing out
• Obsolescence
• Limited inventory size
• Buy-back
• Recycling
• Item transformations
Item and currency sinks
• Expiration
• Item maintenance fees
• Account abandonment
• Redemption
EVE QEN Q4/2010
1. Concerns in sink design are adjustability, player
acceptance, and distributional effects
2. Underused sink designs include soft
obsolescence, currency demurrage, and
allowing players to redeem virtual wealth for
external benefits
3. Remember to simulate sink effects before going
live using expected player behavior
Sink
Effect and
driver
Expected
behavior
Resulting
outflow
Sink
Effect and
driver
Expected
behavior
Resulting
outflow
Transaction tax 5 gold / sale 10 sales / week 50 gold
Total weekly outflow: 50 gold
Sink
Effect and
driver
Expected
behavior
Resulting
outflow
Transaction tax 5 gold / sale 10 sales / week 50 gold
Purchases of mounts 1,200 / mount 1 mount bought 1,200 gold
Total weekly outflow: 1,250 gold
Twitter: @ViliLe
http://mitpress.mit.edu/
books/virtual-economies
Promo code: GDC30

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Economic Balancing and Improved Monetization Through Clever Sink Design (GDC 2014 F2P Summit)