economic balancing and improved monetization through clever sink design (gdc 2014 f2p summit)
DESCRIPTION
My short lecture at the Game Developers Conference 2014 Free to Play Design & Business Summit on 18 March. Abstract: To ensure that a game stays balanced and in-game purchases remain compelling over time, it's important to design effective sinks, or mechanisms that remove items and currency from the economy. Drawing on examples from classic online games and recent mobile titles, the lecture covers eight currency sinks and eleven item sinks, including frequently used workhorses and lesser-known alternatives. Each sink is briefly analyzed for pros and cons using elementary behavioral economics to explain why players accept some sinks more readily than others. A simple spreadsheet-based approach to simulating sink impact is also introduced, useful for guiding design and live operations.TRANSCRIPT
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Economic Balancing and Improved Monetization Through Clever Sink Design
Vili LehdonvirtaResearch Fellow, Oxford Internet InstituteUniversity of Oxford, UK@ViliLe
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Concerns in sink design• Adjustability• Player acceptance• Distributional effects– regressive/neutral/progressive
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Taxes and feesPayment for item/service
Transaction tax
Premium sub monthly fee
Demurrage
Adjustability + +
Acceptance + + –
Why does it work?
simple exchange
Side effects creates items
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Ultima Online (1997): items wear out
MapleStory (2003): items expire
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Pocket Trains (2013): technological progress makes old engines obsolete
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Destroying valueUsing up/
Wearing outExpiration Obsolescence
Adjustability + + +
Acceptance – – +
Why does it work? projection bias
Side effects needs constant content updates
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Habbo (2000): “soft” obsolescence – items fall out of fashion
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Team Fortress 2 (2008): “soft” inventory limits – pay to expand
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MapleStory (2003): pay to revive pet every 90 days
Habbo (2000): feed pet daily
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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
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Habbo (2000):recycling
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Habbo (2000):Furni-Matic tracks furni thrown out of the game
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Voluntary surrenderRecycling Buy-back Outside
redemptionAccount
abandonmentAdjustability + + + –
Acceptance + + + +
Why does it work? exchange exchange social
exchange
Side effects creates items creates currency
leavers may gift newbies
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Star Trek Online (2010) added lockboxes in 2012
Zhengtu Online (2006) treasure chest
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Clash of Clans (2012): Willing to bet 580g you can find a better target?
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Gambling mechanicsGacha/
Slot machineLockbox Kompu Gacha
aka Crack GachaAdjustability + + +
Acceptance “+” “+” “+++”
Why does it work?
gambler’s fallacy + sunk costs
gambler’s fallacy + endowment
gambler’s fallacy + sunk costs
+ endowmentSide effects regulation? regulation?? REGULATION!!!
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Image:InsideSocialGames
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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
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EVE QEN Q4/2010
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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
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Sink Effect and driver
Expected behavior
Resulting outflow
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Sink Effect and driver
Expected behavior
Resulting outflow
Transaction tax 5 gold / sale 10 sales / week 50 gold
Total weekly outflow: 50 gold
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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
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Twitter: @ViliLe
http://mitpress.mit.edu/books/virtual-economies
Promo code: GDC30