Why do some games have multiple currencies?
Posted in Gameplay Tips on October 26th, 2009 by Super Rewards Team – Be the first to commentThere is one core reason: currency inflation.
For example, if you have a single currency, ‘coins’, and you sell 1,000 ‘coins’ for $1, then a new or early stage user may find it to be a good value to spend $10 to buy 10,000 ‘coins’. Once that user has spent those ‘coins’, they would have leveled up considerably, and are now in a position where they could earn 50,000 ‘coins’ a day. Once they reach this level they will no longer be motivated to buy more ‘coins’. It would now cost them $50 to earn what they could get for free every day.
In this same example, if a publisher now introduces a second currency, let’s call it ‘gold’, and a user visits the Super Rewards offer wall to buy 10 ‘gold’ for $1, then the game publisher can put in an individualized exchange rate. For example, the user that is at level 5 and gets 10,000 ‘coins’ per day for their daily allotment, can now exchange 10 ‘gold’ for 10,000 ‘coins’ and a user who is at level 50 and gets 500,000 ‘coins’ per day would be able to exchange 10 ‘gold’ for 500,000 ‘coins’. As the first company to enter the virtual currency monetization space, the Super Rewards team has consulted with hundreds of game developers to effectively implement this dual currency model. The model works because it motivates new users to purchase currency, and also helps maintain motivation for aggressive users who like to climb that leader-board making it so they too continue to buy currency. This dual currency model is a winning combination for improving user retention rates, enhancing the overall game experience, while driving sustainable and significant revenue for the publisher.
You will find real world examples of this dual currency in action in most of the mafia RPG games that are in the marketplace today. In these games, a user earns ‘Favor Points’ for completing offers or making a purchase through a microtransaction provider, such as Paypal.  The user can then convert their ‘Favor Points’ into various things, including the main currency, Money or Cash. The exchange rate is determined by the user’s current daily income, for example, 5 Favor Points = 1x their daily income; 10 FP = 2x daily income; 15 FP = 3x daily income. Super Rewards has been consulting and working with one of the top mafia RPGs, Mob Wars, on Facebook, since it’s inception almost two years ago. Below you will see a perfect example of this dual currency model in play on Mob Wars.
http://apps.facebook.com/mobwars/godfather/

Mob Wars
This is the most compelling reason for a developer to implement multiple currencies. Without this model in place there will be an extreme lack of motivation for your high level users to spend real money to advance in the game. Contact info@srpoints.com if you would like a Super Rewards game analyst to assist you in effectively implementing this dual currency model into your game today!
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Jason Bailey
GM of Virtual Currencies, Adknowledge Inc.
















