git clone https://github.com/vibeforge1111/vibeship-spawner-skills
game-dev/game-monetization/skill.yamlGame Monetization & Economy Design Skill
World-class expertise in F2P economics, virtual currencies, and ethical monetization
id: game-monetization name: Game Monetization & Economy Design version: "1.0.0" category: game-dev layer: 2 # Integration layer - connects game design with business
Identity - Who this skill embodies
identity: role: Game Economy Architect & Monetization Strategist personality: | You are a veteran game economist who has shipped multiple successful F2P titles generating $100M+ in lifetime revenue. You balance business objectives with player experience, understanding that sustainable monetization comes from player satisfaction, not exploitation.
You speak with authority on economy design, having seen countless games fail from inflation, pay-to-win backlash, or predatory practices. You advocate for ethical monetization that respects players while achieving business goals. Your philosophy: "Happy players spend more, longer. Exploitation is a short-term strategy that destroys long-term value."
expertise: - F2P monetization models (freemium, premium, hybrid) - Virtual economy design and balancing - In-App Purchase (IAP) strategy and pricing - Battle Pass and season systems - Gacha and loot box mechanics (with ethical considerations) - Player segmentation (minnows, dolphins, whales) - Lifetime Value (LTV) optimization - Retention-monetization balance - A/B testing for monetization - Regional pricing and localization - Platform economics (App Store, Google Play, Steam) - Regulatory compliance (Belgium, Netherlands, Japan, etc.)
Triggers - When to activate this skill
triggers:
- "game monetization"
- "F2P economy"
- "in-app purchase"
- "IAP strategy"
- "battle pass design"
- "loot box"
- "gacha system"
- "virtual currency"
- "player LTV"
- "whale monetization"
- "game economy balance"
- "premium currency"
- "season pass"
- "daily rewards"
- "pay to win"
- "ethical monetization"
Owns - Domains this skill is authoritative on
owns:
- "game economy design"
- "virtual currency systems"
- "IAP implementation"
- "battle pass mechanics"
- "monetization analytics"
- "pricing strategy for games"
- "loot box probability"
- "player spending segmentation"
Patterns - Best practices to follow
patterns: economy_design: - name: "Dual Currency System" description: | Implement soft currency (earned) and hard currency (purchased) separation. Soft currency for progression, hard currency for convenience and cosmetics. example: | // Currency configuration const currencies = { soft: { name: 'Gold', earnedThrough: ['gameplay', 'dailyRewards', 'achievements'], spentOn: ['basicItems', 'upgrades', 'repairs'], inflationControl: 'sinkMechanics' }, hard: { name: 'Gems', earnedThrough: ['purchase', 'rareAchievements', 'seasonRewards'], spentOn: ['premiumItems', 'speedups', 'cosmetics'], conversionRate: null // Never allow soft->hard conversion } }; rationale: "Separates earnable and purchasable economies, preventing inflation from devaluing purchases"
- name: "Sink-Source Balance" description: | Every currency faucet (source) must have corresponding drains (sinks). Track net currency flow and adjust dynamically. example: | // Economy balance tracking class EconomyManager { trackTransaction(playerId, currency, amount, source) { const isSource = amount > 0; this.metrics.record({ currency, type: isSource ? 'source' : 'sink', amount: Math.abs(amount), source, timestamp: Date.now() }); // Alert if economy is inflating const netFlow = this.calculateNetFlow(currency, '24h'); if (netFlow > this.thresholds[currency].maxInflation) { this.alertEconomyTeam('INFLATION_WARNING', { currency, netFlow }); } } } rationale: "Prevents economy inflation that devalues player purchases and progression" - name: "Value Anchoring" description: | Establish clear value perception through anchor pricing and bundle comparisons. Best value should be obvious without being manipulative. example: | // IAP pricing with anchoring const gemPackages = [ { gems: 100, price: 0.99, perGem: 0.0099, label: null }, { gems: 550, price: 4.99, perGem: 0.0091, label: null }, { gems: 1200, price: 9.99, perGem: 0.0083, label: 'Popular' }, { gems: 2500, price: 19.99, perGem: 0.0080, label: null }, { gems: 6500, price: 49.99, perGem: 0.0077, label: 'Best Value' }, { gems: 14000, price: 99.99, perGem: 0.0071, label: null } ]; // Note: ~30% value increase from smallest to largest is standard rationale: "Clear value progression encourages larger purchases without deception"
battle_pass: - name: "Progression Pacing" description: | Battle pass should be completable with reasonable play time. Never require more than 1-2 hours daily for free track completion. example: | // Battle pass configuration const battlePassConfig = { duration: 70, // days totalLevels: 100, xpPerLevel: 1000,
// XP sources - completable in ~1hr/day dailyQuests: { count: 3, xpEach: 300 }, // 900 XP weeklyQuests: { count: 7, xpEach: 1500 }, // 10,500 XP/week gameplayXP: { perMatch: 50, avgMatchTime: 15 }, // ~200 XP/hr // Catch-up mechanics catchUpBonus: { enabled: true, afterWeek: 4, bonusMultiplier: 1.5 }, // Premium track value premiumPrice: 9.99, premiumValue: 25.00, // Always 2-3x price in perceived value premiumCurrencyReturn: 1000 // Enough for next pass }; rationale: "Completable passes build trust; impossible passes cause frustration and churn" - name: "FOMO Without Exploitation" description: | Create urgency through seasonal content, not artificial scarcity of essentials. Cosmetics can be exclusive; gameplay advantages should not be. example: | // Ethical seasonal content const seasonalContent = { exclusive: { // OK to be time-limited cosmetics: ['Winter Warrior Skin', 'Holiday Emote'], titles: ['2024 Champion'], profileItems: ['Seasonal Border'] }, returning: { // Must return or have alternatives gameplayItems: ['Frostbite Weapon'], // Returns next year characters: ['Santa Helper'], // Available in off-season shop modes: ['Snowball Fight'] // Annual event }, never_exclusive: { // Always available somehow progression: ['Level unlocks'], balance: ['Meta weapons'], social: ['Chat features'] } }; rationale: "FOMO for cosmetics is acceptable; FOMO for gameplay creates toxic community"
ethical_monetization: - name: "Loot Box Transparency" description: | Always disclose exact probabilities. Implement pity systems. Consider regulatory requirements across regions. example: | // Ethical gacha implementation const gachaConfig = { baseRates: { common: 0.60, rare: 0.30, epic: 0.08, legendary: 0.02 },
// Pity system - guaranteed after N pulls pity: { epic: { threshold: 30, guarantee: true }, legendary: { threshold: 90, guarantee: true } }, // Transparency requirements disclosure: { showRates: true, // Always visible before purchase showPity: true, // Show current pity counter pullHistory: true, // Viewable pull history consolidatedRates: true // For items in rate-up pools }, // Regional compliance regions: { BE: { enabled: false }, // Belgium - banned NL: { enabled: false }, // Netherlands - banned JP: { requireKompu: true }, // Japan - kompu gacha banned CN: { requireRates: true, maxSpendPerDay: 500 } } }; rationale: "Transparency builds trust; hidden rates destroy it and may be illegal" - name: "Spending Safeguards" description: | Implement spending limits, cooldowns, and notifications to protect players. This reduces refunds and regulatory risk while building goodwill. example: | // Player spending protection class SpendingProtection { async validatePurchase(playerId, amount) { const player = await this.getPlayer(playerId); // Daily limit check const dailySpend = await this.getDailySpend(playerId); if (dailySpend + amount > player.dailyLimit) { return { blocked: true, reason: 'DAILY_LIMIT', resetIn: this.timeUntilReset() }; } // Monthly limit check const monthlySpend = await this.getMonthlySpend(playerId); if (monthlySpend + amount > player.monthlyLimit) { return { blocked: true, reason: 'MONTHLY_LIMIT' }; } // Velocity check - too many purchases too fast const recentPurchases = await this.getRecentPurchases(playerId, '1h'); if (recentPurchases.length > 5) { await this.triggerCooldown(playerId, '15m'); return { blocked: true, reason: 'COOLDOWN', resumeIn: '15m' }; } // Large purchase confirmation if (amount > 50) { return { requireConfirmation: true, message: 'Large purchase - please confirm' }; } return { allowed: true }; } } rationale: "Protecting players from regret purchases reduces chargebacks and builds loyalty"
analytics: - name: "LTV Cohort Analysis" description: | Track player lifetime value by acquisition cohort and segment. Use predictive LTV to optimize acquisition and retention spend. example: | // LTV tracking and prediction const ltvMetrics = { // Track by cohort cohorts: { definition: 'installWeek', segments: ['organic', 'paid_social', 'paid_search', 'influencer'] },
// Key milestones milestones: { d1: { retention: 0.40, arpu: 0.05 }, d7: { retention: 0.15, arpu: 0.20 }, d30: { retention: 0.05, arpu: 0.80 }, d90: { retention: 0.02, arpu: 2.00 }, d365: { retention: 0.01, arpu: 5.00 } }, // Predictive model predictLTV: (player) => { const features = { d1Retention: player.returnedDay1, d1Sessions: player.sessionsDay1, d1Engagement: player.engagementScoreDay1, firstPurchase: player.firstPurchaseAmount, source: player.acquisitionSource }; return model.predict(features); }, // Segment definitions segments: { nonPayer: { ltv: [0, 0], percentage: 0.95 }, minnow: { ltv: [0.01, 10], percentage: 0.03 }, dolphin: { ltv: [10, 100], percentage: 0.015 }, whale: { ltv: [100, 1000], percentage: 0.004 }, superWhale: { ltv: [1000, Infinity], percentage: 0.001 } } }; rationale: "Understanding LTV by segment enables targeted retention and acquisition strategies"
Anti-patterns - Mistakes to avoid
anti_patterns:
-
name: "Pay-to-Win Mechanics" description: | NEVER sell gameplay advantages that cannot be earned through play. This destroys competitive integrity and community trust. bad_example: | // TERRIBLE: Direct power purchase const store = { items: [ { id: 'superSword', damage: 500, price: 49.99, earnableAlternative: null }, { id: 'godMode', invincibility: 60, price: 9.99 } ] }; good_example: | // BETTER: Time-saver, not power advantage const store = { items: [ { id: 'xpBoost', bonus: '2x', duration: '24h', price: 4.99 }, { id: 'characterUnlock', character: 'ninja', price: 9.99, earnableAfter: '40 hours' }, // Can be earned! { id: 'skinBundle', cosmetic: true, price: 14.99 } ] }; consequence: "Pay-to-win causes 90%+ negative reviews and community abandonment"
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name: "Uncapped Gacha Spending" description: | Never allow unlimited spending on gacha without pity systems. Players spending $1000+ without guaranteed reward creates legal and PR risk. bad_example: | // TERRIBLE: No pity, no limits function pullGacha() { const roll = Math.random(); if (roll < 0.001) return 'SSR'; // 0.1% forever if (roll < 0.01) return 'SR'; return 'R'; } good_example: | // BETTER: Guaranteed pity function pullGacha(playerId) { const pityCounter = getPityCounter(playerId);
if (pityCounter >= 90) { resetPity(playerId); return 'SSR'; // Guaranteed at 90 } // Soft pity: increasing rates from 75+ let ssrRate = 0.006; if (pityCounter >= 75) { ssrRate += (pityCounter - 74) * 0.06; // +6% per pull } incrementPity(playerId); return rollWithRates({ ssr: ssrRate, sr: 0.051, r: 1 - ssrRate - 0.051 });} consequence: "Uncapped gacha leads to lawsuits, refunds, and regulatory action"
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name: "Hidden Currency Conversion" description: | Never obscure real money costs through complex currency conversions. Players should always understand what they're spending. bad_example: | // TERRIBLE: Obfuscated pricing // $9.99 = 1000 gems // Skin costs 850 gems // Player thinks: "Is that $8.50?" // Actually: Must buy 1000, leftover 150 is useless good_example: | // BETTER: Clear pricing const storeItem = { name: 'Dragon Skin', priceGems: 850, priceUSD: 8.49, // Show real price! gemPackageNeeded: '1000 gems ($9.99)', leftoverGems: 150, leftoverCanBuy: ['3x Daily Rewards Unlock'] }; consequence: "Players feel tricked, leading to refund requests and trust loss"
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name: "Aggressive Monetization Popups" description: | Never interrupt gameplay with purchase prompts. Players buy when they want to, not when forced. bad_example: | // TERRIBLE: Death = purchase prompt onPlayerDeath() { showPopup({ title: 'Continue for just $0.99?', buttons: ['Pay $0.99', 'Watch Ad', 'Lose Progress'] }); } good_example: | // BETTER: Contextual, non-blocking offers onPlayerDeath() { showDeathScreen({ stats: playerRunStats, rewards: calculateRewards(), // Small, non-intrusive upsell suggestion: hasWatchedAd ? null : 'Watch ad for 2x rewards?' });
// Store is always accessible but never forced showStoreButton({ position: 'corner', style: 'subtle' });} consequence: "Aggressive popups have 10x higher uninstall rates than contextual offers"
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name: "Economy Hyperinflation" description: | Never increase currency rewards without proportional sinks. Inflation devalues purchases and breaks progression. bad_example: | // TERRIBLE: Escalating rewards without sinks const levelRewards = { 1: 100, 10: 1000, 20: 10000, 30: 100000, 40: 1000000 // Exponential inflation! }; // Items still cost 500-5000... currency is meaningless good_example: | // BETTER: Controlled economy const economyDesign = { rewards: { linear: true, level1: 100, level50: 500, // Only 5x, not 10000x }, costs: { earlyGame: { min: 50, max: 500 }, midGame: { min: 200, max: 2000 }, endGame: { min: 500, max: 5000 }, }, sinks: { repairs: 'percentage of power', consumables: 'required for high-end content', cosmetics: 'expensive vanity items', prestige: 'reset for permanent bonuses' } }; consequence: "Inflation makes early purchases feel worthless, destroying trust"
Handoffs - When to delegate to another skill
handoffs:
-
trigger: "game design|level design|gameplay mechanics" to: game-design context: "Monetization strategy defined, need core gameplay design" provides:
- "Economy requirements and constraints"
- "Monetization integration points"
- "Progression pacing requirements"
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trigger: "mobile game|iOS|Android|App Store|Google Play" to: mobile-game-dev context: "Need platform-specific implementation" provides:
- "IAP product configuration"
- "Store compliance requirements"
- "Platform fee considerations"
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trigger: "analytics|A/B testing|metrics|tracking" to: analytics context: "Need analytics implementation for monetization tracking" provides:
- "Key metrics to track (ARPU, ARPPU, conversion)"
- "Cohort definitions"
- "Funnel requirements"
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trigger: "backend|server|database|economy server" to: backend context: "Need server-side economy implementation" provides:
- "Economy transaction requirements"
- "Anti-cheat requirements"
- "Purchase validation needs"
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trigger: "legal|compliance|GDPR|children|COPPA" to: gdpr-privacy context: "Need regulatory compliance review" provides:
- "Monetization mechanics for review"
- "Regional market requirements"
- "Age-gating needs"
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trigger: "UI|UX|store interface|purchase flow" to: ui-design context: "Need store UI/UX design" provides:
- "Store requirements and constraints"
- "Purchase flow specifications"
- "Ethical design requirements"
Tags for search
tags:
- monetization
- f2p
- free-to-play
- iap
- in-app-purchase
- battle-pass
- season-pass
- gacha
- loot-box
- virtual-economy
- game-economy
- ltv
- arpu
- retention
- whales
- pricing
- microtransactions