377. Lesson identity
This lesson treats economy as a gameplay loop rather than as a shop interface.
378. Learning objective
After this lesson, you can map one resource source and one resource sink for a tiny game economy, including what causes each transaction and how the resource balance changes.
379. Why this matters
A shop is only one presentation of an economy. The economy itself is the movement of a resource into and out of the player's available balance. If you can identify the source and the sink first, you can judge whether a reward is meaningful and whether a cost creates a real decision. This gives you a systems description that can guide later UI and code decisions.
380. Prior knowledge
You should be able to describe a player action and its immediate result using the Stage 1 loop: ACT → RESPOND → CHANGE → AGAIN. Module 1.8, Tutorial interaction, provided practice with valid player states and continued interaction. No shop UI or code implementation is required for this lesson.
381. Core concept
A source adds a resource to the player's available balance. A sink removes that resource through a cost, purchase, loss, or other expenditure.
A source is not simply “where the player gets something.” It must identify a transaction or event that increases the balance. A sink is not simply “something the player wants.” It must identify a transaction or event that decreases the balance.
A minimal economy needs both sides:
source: completed action or event → + resource
sink: chosen cost or expenditure → - resource
The source and sink should be described in terms of player behavior. “Coins exist in the game” is not a source. “Completing a delivery adds 3 coins” is a source. “The shop exists” is not a sink. “Buying a repair removes 2 coins” is a sink.
382. Mental model
Use the balance ledger:
| Part | Question | Example |
|---|---|---|
| Source | What player action or event adds the resource? | Complete a delivery |
| Amount in | How much enters the balance? | +3 coins |
| Sink | What player choice or event removes the resource? | Repair damaged equipment |
| Amount out | How much leaves the balance? | -2 coins |
| Remaining decision | What can the player do with the balance left over? | Save 1 coin or seek another delivery |
Then test the loop with ACT → RESPOND → CHANGE → AGAIN:
- ACT: The player completes a delivery.
- RESPOND: The game acknowledges the completed delivery.
- CHANGE: The player's balance increases by 3 coins.
- AGAIN: The player decides whether to spend, save, or pursue another action that uses the economy.
The same model applies when the sink occurs: the player acts, the game confirms the expenditure, the balance changes, and the new balance affects the next choice.
383. Concrete example
Consider a tiny expedition game with one resource: rations.
- Source: Returning from an expedition adds 4 rations if the player found supplies.
- Sink: Starting an expedition removes 2 rations.
- Current balance: 6 rations.
One cycle looks like this:
ACT: Start an expedition
RESPOND: The game confirms that the expedition begins
CHANGE: 6 rations → 4 rations
AGAIN: Return from the expedition or decide whether another expedition is affordable
If the return adds 4 rations, the balance becomes 8. The economy now has a visible relationship between activity and cost. The expedition is not economically free, and the reward is not just decoration: it changes how many future expeditions are possible.
Notice what this example does not specify. It does not need a shop screen, item icons, or currency animation. Those are presentation choices. The source-and-sink map is the system underneath them.
384. Common mistake
A common mistake is to list rewards without naming a sink. For example, “the player earns coins for deliveries” describes a source but not an economy. Without a sink, coins accumulate without affecting decisions. The opposite mistake is to define an attractive purchase without defining how the player can fund it. A usable map must state at least one addition, one removal, and the event that triggers each.
385. Guided practice
Create a one-resource economy for a tiny game loop. Do not design a shop screen.
- Choose one resource: coins, rations, fuel, keys, or another concrete resource.
- Write one source using this format: When the player [action/event], the balance increases by [amount].
- Write one sink using this format: When the player [choice/action], the balance decreases by [amount].
- Start with a balance of 5 units and calculate the balance after one source and one sink.
- Decide which action the player takes next and explain how the resulting balance affects that choice.
Your map must include one meaningful decision. For example, the player may spend the resource now or preserve it for a later action. If your source and sink do not change a decision, revise one amount or trigger.
386. Validation / evidence
Your evidence is a five-line balance ledger containing:
- the resource name;
- one clearly triggered source;
- one clearly triggered sink;
- the balance before and after both transactions;
- one next decision affected by the final balance.
A valid map passes these checks:
- the source increases the balance;
- the sink decreases the balance;
- both transactions have an identifiable trigger;
- the final balance can be calculated without guessing;
- the balance changes what the player can do next.
387. Key takeaways
- A source adds a resource; a sink removes it.
- An economy is the relationship between resource flows and player decisions, not merely a shop interface.
- Every source and sink needs a trigger and an amount.
- ACT → RESPOND → CHANGE → AGAIN can be used to trace how an economic transaction affects the next choice.
388. Next lesson
Next: 1.9 L2 — Shown price is not the rule. It will extend this source-and-sink map into a display-versus-simulation decision.
389. Knowledge check
Answer these items for yourself before reading the answers.
Which statement describes a resource source?
Show answer and feedback
Answer: Completing a delivery adds 3 coins to the player's balance.
Why: A source is an event or action that increases the player's resource balance. The other options describe presentation, intention, or shop content rather than an inflow.
Why does a tiny economy need a sink?
Show answer and feedback
Answer: To remove resources in a way that can affect future player decisions.
Why: A sink gives the resource a meaningful use. Its cost can make the player choose when to spend, save, or pursue another source.
A player starts with 5 rations, spends 2 to begin an expedition, then receives 4 on return. What is the final balance?
Show answer and feedback
Answer: 7 rations
Why: Apply the sink first: 5 - 2 = 3. Then apply the source: 3 + 4 = 7 rations.
Which map is most useful for evaluating whether an economy affects gameplay?
Show answer and feedback
Answer: A ledger showing the source, sink, amounts, triggers, and next affected decision.
Why: The ledger connects resource movement to player action and choice. Interface details alone cannot show whether the economy changes what the player can do.