The Economy of Everquest
Gr0und_zer0 writes: " A Cal State professor is currently conducting an economic survey of Everquest players which will be used to write a paper he plans to submit to an academic journal. It will be very interesting to see how this turns out and if it actually is published. Maybe we will learn the Everquest platinum to be favorable to some of those devalued third world currencys floating around. So much for living in reality, who needs the stock market these days, I'll invest in Everquest."
Weird. Do real world economic class/social issues translate to the virtual world? I can't help but think that all he's going to find out is that the people who spend the most time playing have the richest characters, though. The Everquest market shouldn't really follow normal economic rules, because it is a constructed economic model, created to maximize game enjoyment, not reality.
Don't forget that Friday is Hawaiian shirt day.
iused to play 10six, another massively multiplayer game, the economy in that wasn't so realistic, maybe the problem is that there are people with more money than you have forcing you do things you wouldn't do normally because they are more powerfull than you.
*realizes he has windows install*
wait my mistake, they are the same
Photos.
But if you had fun doing it, it's like someone gave you $1200 for having a good time.
Couple of notes first: IAAMMORPGD(I am a MMORPG Designer), and this is just a rough overview of my take on their economy.
On the player level, you have an influx of platinum/gold/silver/copper
These come from monsters and selling items
All of the in-game currency has a "time" associated with
I'm not sure what the time invested vs. in-game platinum breaks down to, but thats your base valuation for a real world cash value
So money gets introduced, and cycles either to other players, then through shopkeepers in the form of consumables (Food, Weapons, Spells)
Or out of the game in the form of players quitting.
Couple this with a much larger influx of cash than you have leaving, and voila.. Inflation!
You can factor in characters/items/etceter in a similiar way
Character value = time invested vs. Rarity vs. Desireability of character
Same thing for items.. But once again, since there's no mechanism to destroy items, the influx of raw materials outstrips them leaving the game.
And then you get a consistent devaluation of your equipment.
It is an economy, and it does in fact connect to the outside world.. And if you actually run some numbers on it, has a fairly interesting inflationary problem..
Ummm....
;)
I don't think you played every single one of those (24 x 38) hours. I'm pretty sure you must have gotten 1 or 2 hours of sleep and obtaining food, although that may be pushing it, considering how the EQ players I know act.
Anyways, since this means you played fewer hours than 24/day, then your hourly wage would be a bit higher...
playing 24 hours/day - 1.31USD/hour
playing 18 hours/day - 1.75USD/hour
playing 12 hours/day - 2.63USD/hour
Since I've never actually owned an EQ acct, maybe you did play 24 hrs/day