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Engine-independent guidance
Design sinks deliberately — the missing half of most economies
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The principle
Most economy problems are missing or weak sinks. Faucets are easy and fun to add — rewards feel good to give — while sinks (compelling reasons to spend or destroy resources) are harder to design and routinely neglected, which is why inflation and hoarding are the default failure states. Design sinks as carefully as sources.
Applies when
Any accumulating economy, especially persistent and multiplayer ones (MMOs, live-service, economy sims) where resources pile up over months and inflation compounds.
Does not apply / Exceptions
Short, non-persistent economies (one playthrough) can tolerate weak sinks — there's not enough time for inflation to bite. Deliberately generous power-fantasy designs may want few sinks. And sinks must be attractive, not punitive — a sink players resent (arbitrary decay, punitive taxes) drains fun along with resources; the goal is desirable spending, not confiscation.
Rationale
There is an asymmetry in how economies get built: giving players resources is rewarding and gets attention, so faucets proliferate, while sinks — which take resources away — feel less generous and get under-designed [S-economy-design]. The result is predictable: resources accumulate faster than they leave, the currency inflates (ECON-0004), and a rich player has nothing worth buying. The fix is to treat sinks as first-class design: give players things they genuinely want to spend on, so draining resources feels like a choice they make, not a tax. And distinguish sink types — a hard sink destroys value (repair costs, consumables, fees) and truly fights inflation; a soft sink merely transfers value between players (buying from another player) and does not remove it from the economy. When you need to control inflation, you need hard sinks.
Implementation
Audit the ratio of faucets to sinks in your design — if faucets outnumber compelling sinks, that's the bug. Add sinks players want to use (aspirational purchases, upgrades, customization, consumables, services). Favor hard sinks (destroy value) where inflation is a risk; know that player-to-player trade is a soft sink that doesn't help. Scale sink cost with player wealth so the rich have somewhere to spend (a "gold sink").
Disagreement
Little that sinks are necessary; the nuance is how to drain — attractive, aspirational sinks (players want to spend) vs. structural sinks (decay, taxes, upkeep that players may resent). Aspirational sinks preserve fun; structural sinks are reliable but can feel punitive. Most healthy economies use both, weighted toward the aspirational.
Notes
The most commonly-neglected half of the faucet/drain balance (ECON-0001) and the direct lever against inflation (ECON-0004). Confidence 4.
Connected principles
Source trail
Evidence strength describes support for this guidance, not a probability that it is right for your situation.
Ernest Adams and Joris Dormans. Game Mechanics: Advanced Game Design. New Riders, 2012.
Source notes →Citation and record details
GDC-L1-ECON-0003 · contextual guidance · canonical
Recorded verification date: 2026-07-14. This is not a claim of an engine test.