Game Design
Game Economy
World of Warcraft has been fighting gold inflation for 20 years. Every expansion - new faucets, new problems. Why are some MMOs stable while others drown in gold?
- **EVE Online** - the player-driven economy is so complex that CCP hires PhD economists
- **Diablo 3 Auction House** - a failure: real-money trading destroyed game feel and was removed
- **Genshin Impact** - gacha brings in billions but is criticized for gambling mechanics
Sinks & Faucets
**Faucets** - sources of resources in the game. Quests, loot, match rewards, daily logins. **Sinks** - where resources go. NPC purchases, crafting, repairs, taxes. The balance between faucets and sinks determines economic health.
**Golden rule:** Sinks should be desirable, not punishing. Repair - a bad sink (frustration). Crafting cool items - a good sink (value exchange).
**Types of sinks:** - **Mandatory** - repairs, travel (irritating) - **Optional** - cosmetics, conveniences (preferable) - **Aspirational** - endgame purchases, status (best option)
An MMO sees rising prices on the auction house. What sink would help stabilize the economy?
Inflation in Games
**Inflation** - the growth of currency in the economy faster than the growth of goods. In MMOs this is a classic problem: veterans accumulate millions, newcomers can't afford anything.
**Inflation in multiplayer ≠ inflation in singleplayer.** In a single-player game inflation is part of the power fantasy. In an MMO it destroys the economy and drives away newcomers.
**Methods to fight inflation:** - **Luxury sinks** - expensive optional items (mounts) - **Decay mechanics** - resources lose value over time - **Currency binding** - some currency can't be traded (soulbound gold) - **Seasonal resets** - full or partial economy wipe
Path of Exile uses consumable currency (orbs are spent on use). How does this affect inflation?
Monetization Models
**Monetization** - how a game makes money. The entire design depends on the chosen model. A premium game ($60) is designed differently than an F2P game with gacha.
**Whale economics:** in F2P games 5% of players (whales) generate 50%+ of revenue. This creates tension between 'design for everyone' and 'design for whales'.
**Ethical monetization:** - Cosmetics only (Fortnite, LoL) - Battle pass with predictable rewards - Respecting time - can play without purchases - No predatory mechanics (pity systems instead of pure gacha)
Fortnite earns billions on an F2P model. What makes it ethical?
F2P Balance
**F2P balance** - making a game fair for paying and non-paying players. Key principle: paying players save time, not buy power. 'Pay to skip, not pay to win.'
**'Friction' design:** F2P games intentionally create friction (grind, wait timers) to sell convenience. Ethics depends on degree: slight friction = ok, impossible grind without payment = exploitative.
**Signs of a healthy F2P:** - **Ceiling, not floor** - paying players reach max faster, not higher - **Sidegrades** - paid options aren't strictly better - **Earnable premium** - premium currency can be obtained for free - **Transparent odds** - if there's RNG purchasing, odds are public
F2P games are designed only to extract money
The best F2P games create value for all players, monetizing convenience and expression
Fortnite, LoL, Dota 2, Warframe prove: ethical F2P is possible and profitable. Whales pay for exclusivity and convenience, free players create the ecosystem and population
League of Legends sells champions for RP (real money) or BE (earned). Why is this not P2W?
Key Ideas
- **Faucets create resources, Sinks destroy them.** The balance between them determines inflation
- **Inflation destroys multiplayer economies.** Aspirational sinks and currency binding are the main countermeasures
- **Ethical F2P: pay for time/expression, not power.** Cosmetics and time-savers are ethical, P2W is not
Related Topics
Game economy connects many systems:
- Resource Systems — Economy is built on top of resource design
- What is Balance — Economy - balance between players with different spending
Вопросы для размышления
- What sinks exist in your favorite MMO? Are they frustrating or aspirational?
- Have you encountered an F2P game you consider P2W? What specifically makes it unfair?
- If you were designing an F2P game, what monetization model would you choose?