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."
Time to go to bed for a week! Eeegad.
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.
...only if people stayed in character for the interview.
So this is why tuition and fees keep going up. We have to fund some dipshit's attempt to look smart.
[ ]
"Do real world economic class/social issues translate to the virtual world? "
considering that the PP (currency of EQ) is literally worth more than the "real" currencies of some countries when the PP is sold on E-bay or whatever i would have to say it sure does.
in fact someone who realy knows what they are doing can make a better living by "playing" this game then they could in some jobs the avg person is qualified for. i would suppose this would be a serious pay-raise for people in some areas frankly
I wonder if there's an official definition of a currency.
Ability to earn cash in Everquest... check.
Ability to buy things in EQ... check.
Exchange rate... check, if unofficially.
Actually I'd be interested to see a graph of the exchange rate of EQ cash v dollars - which is the better long-term investment? With the impending recession it might actually be a good, (if somewhat risky!) investment to transfer your savings to EQ.
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.
Find out
"Anonymous Coward" is for whistleblowers, not unpopular opinions.
After having 38 days played... (24hours times 38).. I was paid 1200 USD for my character about 9 months ago...
That isn't a very good hourly wage if you break it down... you might be better off in the 3rd world country.
(Damn 20 second reply rule has got to go)
I am Jack's HTTP Server
The study is CLOSED, they got all the data they need.
Whew! A few minutes after posting, too! The power of slashdot.
This link is just for grins.
-- @rjamestaylor on Ello
I'll save you 299.98 pages. They're really fucking big.
Carpe Deez
I don't think it really mattered what the posted story was about. It was the first story under the new slashcode and I think that makes it right on topic
Your comment violated the postersubj compression filter. Comment aborted
Excuse me, that's properly pronounced EverCrack.
it's a sig, wtf?
it adds the server next to the link. goatse.cx guy is dead.
Why won't slashdot let me change my terrible username
I want Simoleons, dammit!
Slightly offtopic, sorry, but this really amused me.
Check out PlayerAuctions and see what the shit is selling for. It is awesome profit considering it takes little time to get Platinum and some boneheads never realize it so they just buy it. Of course eBay has been forced to pull all EverQuest auctions and I don't know why PlayerAuctions is still safe. On a serious side, yes, Platinum pieces are worth considerably more than any 3rd world nations currency, which shows how spoiled this country is.
Based on someone's posting of $1200 for a character with 912 hours invested, that's about $1.31 an hour.
;)
GemStone IIIs Silver coins have an 'exchange rate' of $20 per million on eBay. To earn $1.31 in GemStone III you'd need to earn 65,500 silver an hour, or equivelant (item trades), which is entirely possible, if not more.
Maybe I should spin off this guy's study and do my own. I've always wanted to be featured on Slashdot.
Darn... I was hoping one of the new features in banjo was to block this guy.
In an economic model, cars break down, so you need to buy more. Food is consumed, so you need to go to the grocery store. You need to pay rent to live, etc. This doesn't happen in everquest. The Everquest economy, by design, is doomed. Thats a plain fact that anyone who has played the game for a reasonable amount of time realizes. The hope is that by the time the economy gets too horrible, Everquest 2 will be released.
The "economy" they're weakly trying to make some profound conclusion from is that virtual items in Everquest have real world value to some people. This may come as a shock to some people, but EVERYTHING'S value is in its perception to the person who will buy it.
How much is a sheet of paper worth? How about a piece of paper with 0.0001 dollars worth of ink on it that happens to be a sports star's signature? How about a $2.25 toy that someone spends $200 on Ebay for? Heck, what about gold? Its just a piece of metal with some moderately useful applications; but since someone out there still thinks it makes pretty things, its worth quite a bit of money.
People spend money on Everquest items because it makes them enjoy the game more by having other people spending the time earning the items for them, like a caddy on a golf course.
This isn't spiffy Cyber-Economics of the Virutal Internet Future Era. Sorry.
Economics is, at its most basic level, the study of distributing limited resources to satisfy unlimited wants. Clearly, the resources are not limited here, so it is a whole new ballgame.
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..
i dunno about everquest, but in diablo 2 the economy is not gold pieces as the game uses (in multiplayer) but 'Stones of Jordan' or SoJs, the best and rarest rings in the game (18-24 all elemental resistance i believe). 4-5 SoJs might net a great item, mainly because they can be used to create others and are so powerful by themselves.
Dude 1, "Hey, I want to camp this golem, because it gets me more exp and lewt."
Dude 2,"Lets share."
Dude 1,"No way, I'm way higher level than you, and deserve more than you."
Dude 2,"Dude 1, I so friggin hate you."
God spoke to me
In EverQuest, in which money is created without a real way to spend it (for higher level characters), the platinum's value is probably going to keep falling until the game shuts down.
Another MMORPG (damn, these things are getting too long), Shadowbane, apparently sees the light when it comes to maintaining an economy.
In short, Shadowbane is visually similar to EQ, except the focus is not on killing monsters, but on forming guilds, creating a guild town, building it up to a castle, and controlling territory. They goal is to encourage real politics between the player Nations, which, of course, will result in Guild vs. Guild combat.
If the game survives rampant PvPing, or forming one UberGuild(tm), it should be really interesting to see how different nations manage themselves, form government, and set rules for their land. Of course, encouraging trade is a good way to make lots of cash if you run a city, and a good way to do that is to keep random PvPers out of your land (by killing them, of course).
I don't have the slightest damned idea if it'll work, but it looks interesting enough that I'll try it out. The Politics, full scale wars between guilds/nations, and the economic system that actually appears to have some thought behind it are good signs.
Answer: because the people who study weather don't get to do experiments ("Hey, Bob...let's bump up the rainfall in Kansas 5 cm this winter, and see if that affects tornado formation next summer"). So, it helps a lot to be able to look at different examples, like other planets.
Economics is like that. There are experimental scientists doing economics, but they generally only get to study microeconomics.
Game economies give economists a chance to look at something large, yet different from the "real world" economy. It's like looking at Martian weather.
Digital information does not degrade. You might make a case that something like degradation does happen to digital information. I doubt that you could make a case that the same metaphor doesn't extend to Everquest objects.
Digital information can be copied with very little cost. (I say very little, because it's not exactly none - in either case. Subscriptions to Everquest, anyone?)
After all, these Everquest objects (currency or players) are software - or at least, data.
Please, mock the study of these economics the next time you buy Windows (or even pay the MS tax.) The next time you buy a CD. The next time you download Free Software.
Pay a subscription fee for Everquest, value-add, sell your character for money. Pay a subscription fee for internet access, download a linux and value-add - sell your linux for money. Maybe it should be our new economic model!
And as for you preview-it flamers, I tried to preview it - and my connection timed out. I tried again, figured it was a problem, checked over my work and hit submit. Worked fine.
Tink bag.. over 3Kpp... Gone
Jc.. we're talking over 40Kpp gone out of the
game reaching a skill of 220 (easily)
Smithing.. all the plat spent on materials that
gets destroyed by failures
Research items like runes, pages, words, components, etc. etc. etc.
Yes.. Items are destroyed... pp is spent to vendors for spells
LOTS of plat to vendors for spells.. all gone.
On some of the older servers... inflation hasn't come around...
Prices actually decrease because there's an abundance of items.
Only the rarest of rare items retain their inflated
value.
Chars with 1Mpp quit... it happens.
No..it's not a real world economy... but it's interesting nonetheless..
I would also say it's one of the better ever set
up, till this point in time.
Everquest is a fun game i have been playing it for a while..many chars over 50
also drop rates are diff on some servers
and yes pp are worth more on e-bay then some countrys money
I have 500,000pp+ on RZ its worthless at high lvls ppl want item trades
m0zone
eq would be more fun if it wasnt full of asian cybercafe players
I bet the wheels are already turning at the IRS. How long before you have to claim Everquest stuff on your 1040?
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
I've sold a few things on eBay, and the problems I notice seem to match up with what everyone is saying here about the EQ economy.
For every time an item drops, it's value decreases, because that item becomes more commom. Playing long enough will get you rich. Everyone wins.
I found that the processing of putting items on a character created for the purpose of storing items, or "muling" helps keep the economy in check a little. It's very easy to lose items this way.
Does anyone out there play both games? I'd like to see a comparison of the economies. I wonder which one is the most realistic?
"To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking
EverQuest has an economy? All I ever see is items traded. Plat is just about worthless. I'm not going to sell my 'Super Bad Robe of All Knowing' to some vendor for enough rations to last a week.
The EverQuest economy is, generally speaking, a failure. There is one simple reason: There are no random items. No items are unique, and the market can be flooded rather quickly. When the market floods, which doesn't take too long, all of the prices drop drastically. The solution is as simple as the cause: Implement randomly generated items. In Asheron's Call, as well as other games, items are generated randomly. Unique items exist, and they still lose value, but these random items can be unique, so there is no market flooding, and in turn, no unreasonable deflation.
Imagine schools full of hungry children (and their parents) in lands you've never heard of, sitting in front of old 486dx4/100's and blurry 15", 60-Hz monitors with lizards crawling on them, forced by ruthless and corrupt local party bosses to play EQ under the watchful glares of stern proctors for 16 hours per day, with only 1 potty break and 10 minutes for lunch. Their "english lessons" consisting of entreaties to other players ("your buy nice char. is my $200 at ebay"), their "math lessons" calculating the boss-man's cut in the local currency ($200 x 0.9 x 630 yb/$ = 113,400 yb).
From my econ book:
1) Medium of Exchange: People are willing to accept it as payment for whatever they are selling.
2) Store of Value: You can use it to buy things now or in a future time period.
3) Unit of Account: It can be used to state the price of goods.
Yep, it's a real currency, within Everquest.
Dunster
56 Paladin
Brell Serillis