gdc 2010 virtual economy- habbo by sulka - lead concept designer
TRANSCRIPT
Loaded fromhttp://sulka.net/
Sulka Haro @ GDC 2010
The Evolution ofHabbo Hotel’s Virtual Economy
(let’s start) Sulka Haro
lead concept designer
The Evolution ofHabbo Hotel’s
Virtual Economy
what is Habbo? virtual world for teens
free to playpay for stuff microtransactions
2008$74M
global operation
offices in 13 countries
Habbo community aimed at31 countries on 6 continents
16 instances of the world=
16 virtual economies
how are we doing?Dec 2009 - Feb 2010 timeframe
highest usage levels everhighest monthly sales ever
~16.5 million uniques / month(source: Quantcast)
50M hours of play / month(source: Sulake)
turning 10 in 2010!
year 2000 year 2010
2000 2010
Virtual Worlds
when market changes, you change or die
The Evolution ofHabbo Hotel’s
Virtual Economy
6 phases of change in Habbo’s economic system
payment networks
magic circle
1 No currencies at all (even paid!)
2 Emergent currencies
3 Paid currency
4 Tradable paid currency
5 Dual currency!
6 “Official” secondary market
Habbo economic system phases
Phase 1No currencies at all (even paid!)
2000
persistent goods usingSMS microtransactions
Text“HABBO CHAIR SULKA”
to 555-1234 to get this chair
(No virtual currency!)
Why did we choose this?
• Super-easy setup
• Home market mobile penetration was very high
• Assumed customer acquisition is easier if the the cost barrier to purchase is lower
Problem: social engineering attacks
• Send “HABBO CHAIR 100x SULKA” to get 100 chairs
• Chair went to hacker called 100x
Problem: pricing
• Just two in-game price points, can’t optimize pricing structures
• Low-cost SMS transactions typically have higher commission rate (due to fixed cost / message), simultaneously high value SMS is too valuable for most virtual items
Phase 2Emergent currencies
Habbo allowed item trading from day 1
item aftermarket kicked off before the primary virtual currency market
economies need currency, so...
2001Habbo UK launch
Problem: multiple payment options
• When launching in UK, we had to integrate new payment mechanisms
• Needed a way to split £10 transaction to pieces
• Habbo Credits was born
Phase 3Paid currency
Credit value
• 1 credit = 15 cents
• Super cheap items: 1 credit each
• Regular items: 2-3 credits
• Premium items: 4-15 credits
fundamental change Items
!"!#$%&'()*+
,*+&#*-./*#/0)1234
Secondary market
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog
The credit pool makes it harder to predict sales
Increase credit consumption doesn’t necessarily result in increasing revenue!
Credit Purchases: CPItem Sales: IS
Accumulation CA Δ = CP - IS
High delta = danger!
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog
Persistent goods problem
Item Purchases: IPForgotten Items: FI
Accumulation IA Δ = IP - FI
High delta = danger!
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog great value proposition, good for customer acquisition
value piles up, need to deal with item value inflation
persistent goods
non-persistent value
servicesconsumable items
subscription and virtual goods are radically different
business models
subscription modelrevenue is linear
virtual goods model follows the power-law curve 1 2 3 4 5 6 7 8 9 10
Subscription Virtual goods
revenue / customer segment
combinable?yes
Habbo Club
monthly subscription paid with credits
different core value proposition so it doesn’t double dip into the the user’s pockets
some customers only go for the club, some for items, some for both
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog
Habbo Club
items club
room decoration, collecting avatar customization
optional membership, but...
2005a worrying trend
emergedMonth 1 Month 2 Month 3 Month 4 Month 5 Month 6
Trading non-payers Paying accounts
if having a trading aftermarket means people can opt not to
pay,why allow trading?
tradingis great content
(so users spend more time)
allows item value speculation(rare items = high value)
hence, trading drives sales
1 2 3 4 5 6 7 8 9 10
Users ARPU
trade activity correlation to monetization
(users split to 10 groups by trading activity)
expect power law“average” metrics lie
which currency are your traders using?
Phase 4Tradable paid currency
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog
Habbo Club
Credit trading
Allowed users to trade credits.
Economic theory: the most liquid currency is the most desirable currency, resulting in the most liquid currency becoming dominant.
it doesn’t matter who spends the money, as long as spending is maximized
before credit trading after credit trading
Buyers = SpendersTraders > Buyers
Spenders > BuyersTraders > Buyers
leading to
more buyers
credit tradingunanticipated side-effects
the smallest possible value expressible by the dominant currency defines the smallest unit of value in the market
Before credit trading
= 0.1 credits
After
= 1 credit
cheapest items went up in value
while working on the credit trading, a question was raised...
can we fix the item inflation problem somehow?
is establishing sinks for persistent goods possible, after the fact?
ecotron
“recycle your items!”
sink for items
put 5 items in,get a random rare item back
Inflation cash piling up is bad for your economy
primary market currency sales become unstable
secondary market prices increase so new players have
harder time entering the market
secondary market inflation causes items purchased from primary market crash in value, making
primary market purchase a bad deal
MeasuringInflation
time
user
s
without inflation, the average amount of currency
needed to operate on a virtual market should stay
fairly constant
metric techniqueamount of liquid cash /
operator in the secondary market
Credit Purchases CPCredit Spending CS
Accumulation CA Δ = CP - CS
Traders TAccumulation / operator
AO = CA / T
AO trend up, danger!
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog
Habbo Club
metric technique“consumer price index”
pick a set of items (especially emergent currency items) and track how the value of a “shopping
basket” of these items develops in the aftermarket
(more data on item valuation later during the presentation)
inflation causesgiving out paid currency for
free...
rewarding users
if you can’t (shouldn’t) reward with primary currency, how do you
reward users?
item rewards are cool,but production of cool items is not sustainable
Phase 5Dual Currencies
new economic model
paid currency: Creditsearned currency: Pixels
multiple currencies = multiple economies
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+34)#($1$0(#
5*(6)!"#$%&'(
Item Catalog
Habbo ClubPixels
!0&1)7)(&#+
Pixel catalog
credits pixels
how to get? buy & trade earn
good forpersistent goods,
consumables& services
consumables &discounts on the primary
(credit) market
purpose monetizationretention & conversion,
supporting primary market
ways to drive monetization: cross-link between the economies
multiple currencies:simple or complex?
“I’m using just one currency in real world, why do we need more than one in Habbo?”
", $, £
3 frequent flyer point systems
4 grocery store bonus point systems
credit card bonus points
shares and options
mortgage
pension fund
anyone who thinks the taxation system is simple
must be insane
one currency
“one size fits all” system
can’t optimize for anything
bound to become complicated
multiple currencies
larger number of systems, but:
each is optimized
each is simple
World of Warcraft39 currencies
GoldHonor & arena points, [Warsong Gulch Mark of Honor], [Arathi Basin Mark of Honor],
[Alterac Valley Mark of Honor],[Eye of the Storm Mark of Honor], [Strand of the Ancients Mark of Honor], [Isle of Conquest Mark of Honor], [Wintergrasp Mark of Honor], [Badge of
Justice], [Venture Coin], [Dalaran Cooking Award], [Dalaran Jewelcrafter's Token], [Stone Keeper's Shard], [Champion's Seal], [Emblem of Heroism], [Emblem of Valor],
[Emblem of Conquest], [Emblem of Triumph], [Emblem of Frost], [Mark of Honor Hold], [Mark of Thrallmar], [Glowcap], [Spirit Shard], [Arcane Rune], [Holy Dust], [Halaa Battle Token], [Halaa Research Token], [Sunmote], [Winterfin Clam], plus Tier 3 to 10 tokens
2009a new thought occurred
ifreducing friction in
credit spending = increased salesand
trading correlates to spendingwould
remove friction in trading = increased spending?
let’s experiment!Phase 6
official marketplace
marketplace economic theory
removing friction (removing a disincentive) from trading should increase the amount of people participating in trading
if participating in trading (the secondary market) correlates to spending, the participation to monetization causality should be present in all forms of secondary market participation
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+34)#($1$0(#
5*(6)!"#$%&'(
Item Catalog
Habbo Club
7-662''2-+
how trading used to work
surf around fansites looking at item valuation charts
see if you have something valuable to sell
log in and start running around the Hotel looking for buyers, by spamming the screen with “say 3333333 if you
want to buy a HC”
get kicked out of rooms a lot
when you find a potential buyer, haggle for 10 minutes
settle for an item you didn’t really want in the first place
in economic terms
a lot of supply and demand didn’t meet
theory proven correct
removing friction increased the probability of a player
wanting to participate in the economy
couple (small) surprises
underestimated how much safer the users think the marketplace is, compared to regular trading
huge amount of arbitrage still present in market, even in the marketplace
marketplace rules
posting an item offer costs 0.2 credits(purchase 5 marketplace tickets at 1 credit)
offer is valid for 48 hours
sale price is the offer price + 1% commission(minimum of 1 credit)
sale price is the offer price + 1% commission
(minimum of 1 credit)
actual commission 50% to 1%
how valuable shoulda paid virtual currency
be?
1 Habbo coin = ~15 cents
1 Facebook Credit = 10 cents
(1 WoW gold = ~1.25 cents)
the smallest possible value expressible by the dominant currency defines the smallest unit of value in the market
decide your scale
1 item = 1 credit?
1 item = 10 credits?
1 item = 100 credits?
1 item = 1000 credits?
1 item = 1m credits?
make sure you’re in control of your currency
converting between virtual currencies is confusing
there good and bad points tohigh and low value
payment networksSecondary
market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+3
4*(5)!"#$%&'(
Item Catalog
initially just 3
methods
added over 100 payment system integrations between 2001-2010
why so many systems?
• huge variation on commission structures depending on market
• system viability changes from market to market
• Credit Cards are not viable globally
• SMS is not viable globally
• prepaid cards are not viable globally
payment network optimization
• a true art in itself
• very difficult if you want to do it well, but essential if you want to operate globally
• part of Sulake’s Secret Sauce
The Big Balancing Problem
primary marketand
secondary marketfollow different rules
there is nomagic circle
primary marketreal world inflation,economic situation
secondary marketvirtual world inflation
adjust primary market item prices to follow secondary market inflation?
yes: $ price of items goes up, lose new customers
no: newly bought items are of no value compared to valuable secondary market items, less incentive to spend on primary market, causing even worse
inflation, loss of sales
real world inflation
currency exchange rate changes
Facebook creditshow stable will the Facebook credit
value be?will Facebook continue allowing
intermediate virtual currencies in apps?
will Facebook continue allowing intermediate virtual currencies in apps?
1 credit = 10 cents1 credit = 7 cents after commission
at 3% inflation, 7 cents = 6.59 cents after 2 years
raising price from 10 to 11 a Very Difficult Decision
The Evolution ofHabbo Hotel’s
Virtual EconomyItems
!"!#$%&'()*+
,*+&#*-./*#/0)1234
Secondary market
2000 2010
Secondary market
Credits
Items
!"#$%&'()*#&+'&$,-+
.'(#)'*-/')/0&12+34)#($1$0(#
5*(6)!"#$%&'(
Item Catalog
Habbo ClubPixels
!0&1)7)(&#+
Pixel catalog
8-662''2-+
does economics matter for virtual worlds?
do virtual worlds need an economic system?
yes!
economics helps you create a sustainable virtual
economy, which is a requirement for sustainable
virtual communities
thinking of your world in economic terms is not just about optimizing
value flow, but also things like understanding how to make your world a safer place to invest time and money into
unleash your inner economist!
Thanks!
Please remember to return the evaluation sheets