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Gold sink is an
economic An economy is an area of the Production (economics), production, Distribution (economics), distribution and trade, as well as Consumption (economics), consumption of Goods (economics), goods and Service (economics), services. In general, it is ...
process by which a
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
's ingame currency ('gold'), or any item that can be valued against it, is removed. This process is comparable to financial repression in real economies. Most commonly the genres are
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
or massively multiplayer online game. The term is comparable to
timesink A time sink (also timesink), time drain or time-waster is an activity that consumes a significant amount of time, especially one which is seen as a wasteful way of spending it. Although it is unknown when the term was coined, it makes an analogy ...
, but usually used in reference to game design and balance, commonly to reduce
inflation In economics, inflation is an increase in the general price level of goods and services in an economy. When the general price level rises, each unit of currency buys fewer goods and services; consequently, inflation corresponds to a reductio ...
when commodities and wealth are continuously fed to players through sources such as Gold taps; such as quests, looting monsters, or minigames.


Overview

The economy of such games typically involves players gathering gold from playing the game, which they then use to purchase items or services, or trade with other players. Gold sinks serve to decrease the total amount of gold players have, since without sinks, there will be inflation. Gold sinks are commonly called drains or gold drains. They can also be associated with item drains. For example, in Ultima Online, items that were placed on the ground would be gathered by the
server Server may refer to: Computing *Server (computing), a computer program or a device that provides functionality for other programs or devices, called clients Role * Waiting staff, those who work at a restaurant or a bar attending customers and su ...
. This form is referred to as decay or garbage collection. Economies in virtual worlds operate very differently from those in the real world. Passive gold sinks may be in operation at all times to slowly extract value from the game. Players are usually more willing to accept this method of sinking. Passive sinks would be item degradation, consistent taxes, or decay. Active sinks are aggressive actions by the programmers to remove excessive value. These can be changes in the severity of the passive sinks, such as higher taxes or faster decay. But more effectively, an active sink can be the selling of unique items whose intrinsic values are much lower than the selling price sold by NPC vendors. Zack Booth Simpson cites one example in ''Ultima Online'' when the NPC vendors carried blue tinted armor that couldn't be made by players. Blue armor prices could be much higher, but decayed and degraded just like any other piece of armor. Another improvement to active sinking is to couple it to a feedback control system. Such systems can be designed to maintain a set of prices or asset ratios, and if properly set up can add a great deal of price stability to a
virtual economy A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter th ...
; one example of this can be found in the MMO MUD Alter Aeon. The feedback control system used in Alter Aeon works by tracking the total amount of money in the game in order to dynamically adjust drop rates and shop prices. Players with more than 1 million in currency are taxed for 2% of the money they own over that limit. This keeps the economy permanently stable. The peaks in the total amount of in-game currency do not vary more than 10% in a time period of 2 years.


Resource flow

Depending on how resources are created and where resources go once destroyed, gold sinks are classified differently. There are two major types of resource management: linked and unlinked. Several aspects can be linked while others can be unlinked.


Linked

Linked
resource Resource refers to all the materials available in our environment which are technologically accessible, economically feasible and culturally sustainable and help us to satisfy our needs and wants. Resources can broadly be classified upon their ...
flow means that the head is connected to the tail. All things have a resource intrinsic value. A
deer Deer or true deer are hoofed ruminant mammals forming the family Cervidae. The two main groups of deer are the Cervinae, including the muntjac, the elk (wapiti), the red deer, and the fallow deer; and the Capreolinae, including the reindeer ...
may be worth three pieces of meat and two yards of leather. A
sword A sword is an edged, bladed weapon intended for manual cutting or thrusting. Its blade, longer than a knife or dagger, is attached to a hilt and can be straight or curved. A thrusting sword tends to have a straighter blade with a pointed ti ...
can be worth three units of
iron Iron () is a chemical element with symbol Fe (from la, ferrum) and atomic number 26. It is a metal that belongs to the first transition series and group 8 of the periodic table. It is, by mass, the most common element on Earth, right in f ...
. When a resource such as a sword is destroyed through garbage collection, those three units of iron will go back into the mines of the virtual world for extraction. This is essentially no different from melting the sword down for the raw metal. A few steps of procurement are skipped, but essentially it's the same. A strong linked system would have a governing equation for NPC vendors to follow. NPCs would be restricted to
craft A craft or trade is a pastime or an occupation that requires particular skills and knowledge of skilled work. In a historical sense, particularly the Middle Ages and earlier, the term is usually applied to people occupied in small scale prod ...
with the resources they have in stock.
Player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
Jake could sell the
town A town is a human settlement. Towns are generally larger than villages and smaller than cities, though the criteria to distinguish between them vary considerably in different parts of the world. Origin and use The word "town" shares an ori ...
vendor a sword for 10 gold. If Jake wanted to purchase gauntlets (let us assume gauntlets have a resource value of two units of iron), he could for 12 gold. The town vendor has made a 2 gold and 1 unit of iron profit off the transaction. Should another player character want to purchase something, the new character could only buy items that have a 1 unit of iron resource value or he could sell an item, let us say 1 leather and 1 iron, to now be able to purchase items that have a resource value equal to or less than 2 units of iron and 1 unit of leather. To be a total linked system, NPCs would be programmed to break even or make small profits. Some virtual worlds may opt to leave NPCs unrestricted as to how much money they give out.


Examples

The intended purpose of gold sinks is to remove currency from the game, as excess currency leads to inflation of player driven prices. Game designers must balance between scarcity of currency and ease of acquiring currency. Greater methods of currency spending can be implemented when players accumulate more wealth than intended. One example is Ultima Online; after the Renaissance expansion, players could earn money without fear of loss, due to the implementation of non- player versus player areas. As currency entered the economy at a greater pace, new "luxury" items were sold at high prices for the purpose of reducing large sums of money. In ''
Kingdom of Loathing ''Kingdom of Loathing'' (abbreviated ''KoL'') is a Browser game, browser-based Multiplayer video game, multiplayer Role-playing video game, role-playing game designed and operated by Asymmetric Publications, including creator Zack "Jick" Johnson ...
'', the massive acquisition of "meat" (the currency of the game) through exploitation of bugs led to the implementation of new high priced items that gave no in-game benefits (simply rare collectibles) to the player to eliminate excess currency. In '' RuneScape'', the Construction skill can be seen as a gold sink. This skill allows players to spend money on building a house. This way, money is taken out of the game, without players obtaining any tradeable items. Other forms of gold sinks include: *Quests requiring a certain amount to continue with the task at hand. This is offset by quest rewards and items that may be resold. *Fees associated with NPC services and tasks. *Fees associated with travel and convenience. *Crafting, often requiring an initial investment and a continued chance of failure. Items may be crafted at a loss to increase crafting skill. *Auction House Taxes


See also

*
Gold farming Gold farming is the practice of playing a massively multiplayer online game (MMO) to acquire in-game currency, later selling it for real-world money.


References

{{Video game genre
Game design