Norrath Economic Report Now Available
Edward Castronova writes "Some months ago, Slashdot posted a note about on a survey I was doing for a report on the economy of EverQuest. The report is done and can be downloaded (Scroll down for the Document Download button). Tidbits: Norrath's GDP per capita is higher than that of China and India; its currency sells for about a penny per platinum piece, which makes it more valuable in $US than the yen; a typical person can make about US$3.50 an hour working there by farming the bots and selling the loot; the deflation rate is almost 30 percent annually. There's also some microeconomic analysis and an overview of the MMORPG market. Comments and reactions appreciated. Thanks, Edward Castronova, Associate Professor of Economics, Cal State Fullerton."
I'm glad to finally see a useful application of economics...
oh hah!
30 % annually!! This is asking for a central banking system like the European Central Bank. I would think that in this case in Europe the interest rate would be something like 10 to 20%....
I don't know how one could be on slashdot and miss EverQuest, or not know what an MMORPG is. So definition time.
First, MMORPG - Massively Multiplayer Online Role Playing Game.
Everquest - Although I've never played, Everquest is a huge fantasy role-playing game which has monsters, characters, a running economy, etc. I've avoided it primarily because I used to blow enough money on Magic: The Gathering cards and know and addictive game when I see one.
Everquest characters at least used to be auctioned on EBay for quite a lot of money.
The power of accurate observation is commonly called cynicism by those who have not got it. - G.B. Shaw
So when are we going to be able to exchange platinum pieces in bureaux de change? And has anyone got a page showing the currency against the dollar/Euro?
But the idea of these virtual economies is quite interesting. How about using them to experiment with possible economic models? Why not set up a modern-day game with different shards representing economic models and see which one works best? The US government or the EU could fund it. Players could play for free and the government could see how they'd react to e.g. different interest rates.
OK, it's a bit stupid, but it would be a cool experiment.
Let's see an analysis of the Diablo II (+ expansion) realms economy, starting from 1.01 till the latest duping craze.
If there's 30% deflation, then money is worth more and more ever every year. Inflation works the other way, in that prices increase every year, and the money loses real value.
I'm hoping that's a typo, but if not, it makes for a very interesting economy.
The power of accurate observation is commonly called cynicism by those who have not got it. - G.B. Shaw
Oh my, this is the most boring thing I've ever read at Slashdot. A double-spaced paper on the economy of a virtual society.
I typically find economics papers fairly boring. This one maximizes it's boringness by adding the words "cyberspace" and "virtual".
I speculate that this story was the most boring story ever. OK! Perhaps now someone write a paper proving of disproving my speculation. THAT would be exciting.
Perhaps its because I dont play Everyquest regularly, but I really *dont get* how the EverQuest universe has a deflation rate of like 30% annually...
I mean, theoretically, as more people play and level up characters, wouldnt that increase the general money supply, thereby causing *inflation*?
Plus, from the macroeconomics courses I have taken it seems like deflationis really hard to pull off, and requires people not to be buying stuff and a *loss* of overall money as compared to overall goods/items.
Maybe deflation is possible if less and less people are playing everquest (less *active* money available, therefore prices go down) but from talking to my evercrack addicted friends it sure doesnt seem this way...
typo? or more explanation?
who said more or less that "after all,
the world is maybe just an illusion
that devils move in front of our eyes".
(the point being that the only certitude
is that we think).
The confusion of virtual and "real" worlds
is indeed a step in that direction.
Google passes Turing test : see my journal
Not that I mind... not at all.
But I must say this is the geekiest thing I have ever read on slashdot over the past 6 years...
You guys can still surprise me.
-da5id
Maybe they should all play Everquest, form a virtual country and take over the world muhahahaha.
Bizarre story on Cnet about Gateway making Everquest optimised PC's. Seems a bit pointless - the only criteria these machines seem to require is 512MB RAM (!) and a 32MB graphics card. I wonder if they'll remember to throw in a modem?
Why go to the grocery store for news that is two weeks late and fictional when we can come here for it instead?
Not to mention, the spelling errors are a bonus!
"Adequacy.org: Where congenital stupidity is not an option, but a requirement."
My god, *somebody* has too much time on their hands. Where is that "Get some priorities" troll when we need him. ;-)
I can play around 16-18 hours a day, and i need a base monthly fee of $60 dollars for the Internet and EverQuest accounts, then after that you can pay me for the number of hours i have worked(played) and everything in the game i gathered will be yours ofcourse, too sell or to keep as thee likes.
Quazion.
But usually in a (MMO)RPG, money has a very much more "come in - disappear out" existance than in real life. Money usually "appears" into society through finding treasure, monsters dropping gold (or items tradeable to gold) or value added (crafters making items) or rewards for quests/tasks, and disappears through every non-player, like healer services, merchants (buy cheap, sell expensive), leveling/training etc. Inter-player trades don't change the total amount around.
It's very possible that more money is spent than what is brought into the society. This would lead to deflation. Just like in real life I'd think this was bad for a game-world economy, but unlike real life Everquest has every opportunity to change it if they feel the need, so if it works for them, fine.
Kjella
Live today, because you never know what tomorrow brings
What I'm wondering is whether a "real world" economy and a virtual economy are strongly coupled. So, if the virtual economy collapsed, would it affect GDP of real countries? In this case, no, because the amounts we're talking about are tiny. But if the "Entropia" project mentioned towards the end of the report were to succeed in its aims, perhaps it would.
:)
Would economic trends in the real world influence the virtual one? In this case yes, to some degree; if people can't pay their subscriptions, they can't exist in the virtual world and production will fall. Consider this quote:
> It is important to stress that the external
> market for Norrathian goods is
> underground. Sony has stated that Norrathian
> items are its intellectual property
> (Sandoval, 2001). Trading these items for US
> currency is considered theft. Nonetheless,
> trade goes on.
Scary, no? Enforcing such a law would be equivalent to forcing the devaluation of the virtual currency. So, the virtual world economy would continue to function, but with its ties to the real world (partially) severed.
Does that bode well for Entropia? If the virtual items and currencies are the (intellectual) property of one individual, or corporation, or government, then can virtual economies be any use at all?
Or, to turn that on its head, can EverQuest be used as a model for the distribution of intellectual assets in the real world?
Having read that last sentence, I'm sure I've had too much coffee.
These sigs are more interesting tha
The 30% deflation makes for a very interesting excuse for playing Everquest. You are not playing Everquest, you are researching a hot investment. Out here on Earth, you would find it very hard to locate an investment opportunity that earned 30% a year. Apparently, Everquest paraphernalia does just that. Of course, you might have to do a lot of research so you can determine which are the best items to "invest" in.
Given that dragons do exist on Norrath, you really have to openly wonder how that would effect the economy of that place.
Their greed and the threat of extortion ("Give me all your town's treasury or you will all be eaten") could have some very interesting effects on the economy of any population center in that world. Dragonslayers will be paid handsomely, that's to be sure. ^_^ The closest Earth equivalent is a protection against what amounts to piracy.
An interesting question would be how has the introduction of horses affected the economy.
For those that don't know, the latest upgrade (Shadows of Luclin) introduced horses to the game. You can buy a horse which lets you travel fasters. (And look cool).
The thing is, they are *very* expensive. The cheapest one is about 10000 platium for a slow horse going up to well over 100,000platinum for a fast one.
Even the cheapest one is more than the vast majority of players can afford and the expensive ones only a few people can affort at the moment.
I'd be interested to see how this affects the economy.
Obviously it's a huge money sink, which should reduce the prices of things. (If people have spent all their money, they won't pay so much when they want to buy things)
But also, it means that many people have got all the old junk they had in the bank and started selling it. So does this reduce prices as there are more for sale, and people want whatever they can get, or does it increase prices because people want the money to buy a horse and so are unwilling to part with items for a bargain price.
It's interesting. But I have no answers.
Sig is taking a break!
There are about 40 servers now, and prices vary between them. It would be interesting to see an analysis of this - to see if things end up differently although the game is the same. Of course the ecomony is so differnt from a real one that it probably isn't very useful, but it might be interesting to see.
For example, I play on "Antoinus Bayle". Which is the only server outside of the USA (it's in the UK) and people transferred to it from all of the existing servers. The economy on there is now weird with prices fluctuating dramatically from day to day. I suspect because people have different ideas of what things are worth brought with them from their old server.
Sig is taking a break!
Here's a Real World example of the defaltion:
When EQ first came out Narril Duskwalker, joined with many other players to kill one of the few Dragons on norrath. After killing Lord Nagafen, Narril enters a lottery with the other members of the killing party and is awarded with a "Cloak of Flames." For the next year the CoF remains priceless because it imbues Narril with a haste rate of 36% to all of his attacks.
Sony releases an expansion.
As part of the expansion they create epic quests that require many weeks of work to finish but at the end of the quest Narril is awarded a dagger that give him a hate rate of 41% and the haste does not stack with the CoF, there for the CoF is worthelss to him. The people that haven't completed the quest are willing to pay Narril ~150k pp for the CoF as it is still an amazing item for them. A few new dragons are also introduced in the expansion and the value of the CoF slowy decays to ~100k pp
Sony releases an expansion.
Many new higher level dragons and quests appear that give rewards that are greater then the CoF. CoF ~75k pp
Sony releases an expansion.
Narril saw a CoF for sale for 35k pp the other day, and thought it was horribly overpriced.
Project Entropia for a MMORPG wth real money and MindArk for the company making said game.
Excellent!
We have an analysis of the (broken) economy in Ultima Online @ The In-game Economics of Ultima Online
And this story describes EQ. We just need a paper discribing the history of D2's economy (i.e. the ramifications of the massive dupes this last weekend will have, the SOJ gamble trick in the early versions, etc.)
Okay, this seems to be a point of confusion from the comments I have read.
30% deflation means that the currency of EverQuest can buy more EverQuest stuff every year.
30% inflation would imply that your same amount of EverQuest money would buy you less EverQuest stuff.
Thus, the value of items in EverQuest depreciate drastically over time, in opposition to the real world. As many people have pointed it, this is because items in EverQuest that were once scarce become phased out by new items that are better and replace the old high value items.
Thus, if you hold large quanitities of money in EverQuest, its better to hang onto it for awhile before making a purchase, because you will be able to buy more later. However, if you hold large quantities of valuable items, you'd better sell them fast, because they are only going to lose value over time.
Thanks to the latest duping hack (don't bother, the loophole's been closed), the Diablo II economy has taken a hit bigger than Elvis.
If you're really interested then check out DiabloII.net for more, but suffice to say that items that were gold dust are now as common as mud.
A quick look at the prices on Ebay (yes, I know that selling items in this way violates the D2 EULA but people do it and Blizzard's turned a blind eye to it) would show that D2 rares are way, way down in price.
The only real-world parallel I can draw is early 1930's Germany when people had to take wheelbarrows of notes to buy a loaf of bread as hyperinflation kicked in. Bank notes literally weren't worth the paper they were printed on.
D2 (sadly) looks like it's going the same way.
"Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
How many wars?
How many recessions?
How many terrorist attacks?
How many public gaffes by major corporations/gov't leaders?
In short, how valid is it to compare a virtual, entirely deterministic world with a real economy?
Hate trolls? Troll 'em back...at home!
Go buy yourself a lvl 60 warrior for $600+.
Or the EQ currency Platinum.
For referance. A level 1 character loots about 2 silver a kill. 10 silver are 1 gold. 10 gold is 1 plat. 10k plat ~ $75-$100. A level 60 can make about 300pp a 'night' ~5 hours just from the money that drops, that does not include actual items that can sell for as much as 150k+ (We're talking VERY rare dragon lvl drops such as cob bp etc)
Player Auctions
eBay removes all EQ auctions due to them being against the EULA. (All EQ items are property of Sony etc..)
In Soviet Russia, the television watches YOU!
Players are now able to sell back the horses (albeit at a slight loss) to certain NPCs with the patch of 23 January, 2002.
That weakens their role as a platinum sink in the economy.
ancarett, historian and zombie gamer
You have to figure, with all these people getting addicted, not showing up for work, getting divorced, being kicked out of college, not eating, etc, all because they're hopelessly addicted, that there would be some measurable affect on the real world economy.
You might like to. It's quite fascinating, and is written in a Lewis-and-Clark explorer-in-the-New-World fashion. It reads like a good sci-fi story.
He who refuses to do arithmetic is doomed to talk nonsense.
It's funny -- as a law review article editor, I'd get tons of article submissions from many authors. Often, they've posted their articles on SSRN (the site to which the post is linked). Those authors always cite how many times their article has been viewed, in order to convince us of their publication-worthiness. I think this /. posting will launch Prof. Castronova onto the top ten downloads list of all time! We're probably helping his career. :)
Can someone who picked this up please mirror it?
Thanks.
Everyone's already pointed out that Norrath is suffering deflation as a result of unlimited natural resources -- new items constantly reappear, driving down the cost of the old items.
But I'd be interested in seeing how the prices are changing for the few items that are truly unique in the game. Manastones and Rubicite armor are two examples that come to mind -- they were discontinued a few years ago, and they cannot be found anymore. But the original pieces still exist, and are floating around somewhere. I'd like to see what price they're going for these days -- I suspect they will have been subject to very high inflation.
Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
I played for roughly two years. Towards the end of my EQ career I took my play time and put it towards against my billable rate at work. Had I spent all that play time working on projects I'd be a few hundred thousand dollars richer.
I'd like to see a study on how MMORPG's effect people's lives. Several people who I met in EQ had their marriages go down the tubes because of the time they spent in game. When you add up the neglected jobs, wives, kids, pets, etc I am sure these games have a big impact. I'll admit I neglected a few things I shouldn't have because of it.
'Same speed C but faster'
and at higher lvls. and in top guild, the items are no drop, you have smaller chance of getting plat or items to trade.
Yes tech-heads there is a deflationary economy. Its called high-tech. In 2000, a P4 1.4Ghz machine with 128meg cost $2000. This year, same machine brand new, $400. That is over 80% DEFLATION! And don't confuse that as devaluation, I am not talking about reselling a used computer with 1k of wear and tear. Goto Pricewatch, a BRAND new 1.4Ghz spec'ed as above
Complete sys - Pentium 4 1.4GHz, WIN 98 OS LICENSE . 1yr warr. 128mem,20GB HD, 8/32 MB AGP VIDEO, SOUND, CD-ROM NET CARD/FDD 2USB KB/MS/SPK MID ATX 300W $ 405
A brand new mid-size car costs %60 more than 1992 ($16000/$10000), a brand new high-end computer costs $2000 the exact same as my 486 in 1992. High tech is as massively deflationary as you could envision.
And they did mean EQ is deflationary. Shortsword of the Ykesha ran 5k plat 18mo ago, about 3500 a year ago,1k 6mos ago, and my friend got one for FREE last month because someone was tired of carrying it. Yikes!
There are still quite a few characters/items that are sold via Ebay. They can't catch them all...
Beauty is truth, truth beauty. That is all ye need to know on Earth, besides TCP/IP.
I think the EQ pp will continue to decrease, because of the way the poweritems are implemented. Certain items can be located through quest, and others are NPC drops. And thiese quest/npcs are static, meaning you can do them over and over again. Example, stein of moggok quest. the class enchanters can do this quest at lvl 12, takes about 3 hours. And the stein is worth 200-300pp, then when u have it u sell it. And do the quest again. Also there is the EQ guilds, which are making pretty much impossible for varant to implement really godly weapons anymore. When a really cool new weapon is released, they will locate the poor NPC that carries it. And send a shitload of lvl50+ chars out to kill it. And kill it and kill it and kill it.. And pooof.. suddenly the weapon will get common.
The Starwars galaxies infrastructure seem to have learned from this, most quests will be player generated. And poweritems will have to come from players. The EQ player will ask "Wont the poweritems just all be the same anyway then? Like all Jewellers in EQ make the same pieces of jewelly?" no, not at all. If you are really good at (as an example) enginering - Blaster construction. You will be able to modify the blueprints (the blue prints will then go into a machine to produce a prototype, which is then manufacturable. You will even beable to hire a NPC to sell them for u) and make your very own masterblaster. It will even carry a tag to show which player that have created it. And this is just the tradeskill stuff, if they implement 2% of what they are promising over at starwarsgalaxies.com . SWG will have a insanely complex infrastructure. Than wont share the same fate as EQs.
The world of norrath has alot if inflation in fact, because the money supply is infinite. However, the individual items depreciate faster than inflation is going up.
The way to tell that there is inflation : Compare the tier-1 item prices at any given time.
For example, a year ago, what was the best one handed weapon, and what price did it go for. Today, what is the best one handed weapon, and what is it going for. The price is more correct? Thats inflation.
There is no deflation. There is depreciation, coupled with inflation.
Several people who I met in EQ had their marriages go down the tubes because of the time they spent in game.
Thus demonstrating the importance of homes having multiple computers, so the wife can play too.
What is really interesting about this virtual economy are the possibilites for untraceable international commerce transactions. Someone can now make a payment to another, in another country, and it is nearly untraceable. It is a little farfetched, and not very practical at this point, but it does open up some possibilities.
Casca
I'll fill in further details later to as replies to explain away everyone who tells me I'm wrong...
SIG: HUP
SW:G is not out yet, but a lot of attention is being spent discussing the economy that will take shape when it does.
The developers (and the thousands of fans trolling the boards) are spending a lot of effort analyzing the fountains (things that bring money and resources into the economy) and drains (things that remove money and resources from the economy) in an attempt to make a relatively stable player economy.
In current Massively Multiplayer Onling RPGs (MMORPGs) nearly everyone is a fighter, and those that are not fighters are usually mules to help support the player's fighter character. One of the primary goals for the developers is to make crafting, and associated skills (such as mining) interesting enough in their own right to be viable alternatives to fighting characters. For this to work, they need a viable, working player economy... so they have far more incentive to get it right than most MMORPGs do.
You can read more on the developer's forum or in the FAQ. It is not expected to be out till late 2002, or early 2003 if it slips a bit, so we'll see how it turns out in reality... but I can hope...
Raven
"I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
Please tell me? This article makes little sense otherwise. Is it an RPG? What? Who? Where? How about Slashdot info boxes inside the story blurb which concisely describe some terms or things which might not be common knowledge.
TWW
"Encyclopedia" is to "Wikipedia" what "Library" is to "Some people at a bus stop"
there are only 3 red servers and they do run eleaborate pk rules like your idea. all the other servers are teamwork servers, the goal is to group up and use teamwork to defeat the computer. they create enough servers to almost satisfy the player demand, and they only have enough players that want to do pvp for 3 servers. ie most eq players dont play for the pk. you can still duel on the blue servers, but both sides have to consent or go to an arena area to fight, and there is no xp loss due to pk. some peeps use player death for a free tp to their respawn point heh. the problem with scarcity and item decay is its fun to get good items, now if it was something like an item decays a tiny tiny bit each time it is traded, that would slowly remove the stuff you are willing to trade from the game, while leaving 'your' stuff intact. anyway my 2c
---
I would like to argue that saying that everquest has a 30% inflation rate per year can be somewhate misleading, since in everquest, a day in everquest passes every few hours so in a real day, you would actually be going through several everquest days.
.. maybe 1-2% inflation in an everquest year.
If my memory serves me correctly, I belive everquest also has less than 365 days a year.. 350 or 300 or something like that. So staying true to the "virtual world" idea, I would have to say that statistics should reflect this too. Instead of a 30% inflation rate in a real year, It should be represented as a fraction of this
I know of at least one friend who was heading strait for a divorce, now wife and him play together almost everynight, and he doesnt seem all irritated all the time when we get together. I know other people that prolly got divorced over it too though.
---
Imagine, that when the first version came out, I got me a +2 Sword of Fu. I could sell it for 2000 plat.
Three expansions later, I now have a +40 Sword of Fu. I can sell it for about 2000 plat, and my original Sword of Fu +2 is only valuable in that I can give it to a newbie learning the game.
When the first version came out, I had a Pentium 90, and I bought it for about $2000...
-JDF
Inflation: Same amount of money buys *less*
I have 100, prices now are 100, in a year they'll be 105. 5% annual inflation.
What is happening here is that everybody gets "richer" at the same time, in the terms of having better equipment than before. You can equip your avatar with better equipment for 100pp today than for a year ago. That's deflation.
The reason it doesn't feel right is because *relative* to the rest of the players, you're worse off. But nominally, compared to your character a year ago, you're better off.
Kjella
Live today, because you never know what tomorrow brings
This will help. IMHO- it's my addictive crack game of choice. ;)
Beauty is truth, truth beauty. That is all ye need to know on Earth, besides TCP/IP.
I'm not an EQ player, but it seems like the answer to hording is simple. The banks tax you on the items/money stored. If I put in 100Kpp and let it sit for a month. I should come back to only 95Kpp in the bank. That way I'm motivated to sell it, spend it or carry some and risk losing it.
Stories vary but from what I've heard, a few months back someone figured out how to 'Dupe' items in Diablo2. These were undetectable dupes, for all intents and purposes real items in the game. Supposedly they quietly did this for a while, selling the goods on eBay and then finally sent instructions for the hack to Blizzard so it could be fixed. Somehow the hack leaked and over the past weekend, many players were duping stuff, in effect, printing money for themselves. Enough did it that the economy of Diablo2 is completely changed. Blizzard has corrected the bug that allowed duping but the economy has permanently changed, unless Blizzard does something drastic like a player reset or figures out how to eliminate the duped items.
Bleh!
I already have a champion against greed and extortion.
--
E_NOSIG
deflation is the opposite of inflation.
autopr0n is like, down and stuff.
There have been much bigger 'virtual economies' before, like Magic: The Gathering, Star Wars, etcetera etcetera... even baseball cards. What EQ and other MMORPGs have is similar in that game tokens acquire significant real-world value. Trading-cards have also been highly deflationary in the tournament scene, except for 'killer' rares that are in tightly limited supply, and potentially allow busted decks. And they get legislated out of play sooner or later.
Of course there are significant differences, like the CCG companies never claimed the cards were their property so as to clamp down on the secondary market.
Really the kind of 'economics' shown here in EQ is so like these traditional 'stamp-collecting' patterns of artificial scarcity control, I don't think it's interesting yet. If a MMORPG can get big, say half a million users or so in a contiguous environment, with no stupid restrictions on resale or internal trade, there might be interesting phenomena.
The in-game inflation problem is not new. MUDs
had to counter it or to undergo economic
collapse, much like real world economies.
No sane MUD admin would allow unlimited addition
of wealth and items to the world. That's why
item decay in various forms is present in lots and lots of MUDs.
IMO EQ will have to introduce items decay or collapse.
I lost my job last year, had car repossesed and had to file for bankruptcy. Also, due to the collapse of the dot-com market, I make 2/3 of what I was making a year ago. Being an EverCrack-head cost me a fortune. About $30,000 so far. But in the shadow of 9/11, it does not hurt so bad anymore.
Trust me on this one, you can make a lot more money by playing on the Player-VS-Player servers where "player-kill" or PK is allowed.
;)
Interesting socio-economic questions arise when you talk about the society based not on trade, or agriculture, or technology, but one based on theft!
Oh wait...isn't that called a patent
Old age and treachery almost always overcome youth and skill.
Economy with 30% deflation is in serious trouble. Czech republic used to have it, but not 30% that would kill the economy very soon.
For most people, though, the game also provides a break from real life. You could say the same thing about any recreational activity, like reading or watching TV. You wouldn't think "Oh, if I had worked instead of watching 20 hours of TV this week, I'd be 100k richer", because if you weren't watching TV to relax, you'd be goofing off some other way.
It's just fortunate that it is possible for people to make money in the EQ economy while doing something that they love.
Your right to not believe: Americans United for Separation of Church and
You said, "The same ammount buys less". No. The same amount of currency today buys the same item for less money than yesterday. It only buys "less" if you are thinking in terms of what an item can do as its inherent value (meaning its suitability for a given character at a given level).
This isn't correct for an analysis of value of money versus item value *in terms of money*, but is an interesting idea. You are talking about the inflation that occurs based on the decrease in item value *in terms of utility*. It's interesting to wonder if this is an offsetting factor in the overall economy.
The only certainty is entropy.
What you've suggested is that there is depreciation of the value of items coupled with inflation (meaning depreciation in the value of money). These are opposite trends, and are mutually exclusive. Why? Because item values are defined in terms of the value of money, and the value of money is defined in terms of what items it can buy. A change in one means an opposite change in the other. (Note, once you start stating the value of items in other terms, like how quickly an item helps a given character kill a monster, that's another matter entirely.)
This is like the well-known equivalence of mass and energy. They are the same thing, just different forms. In the same way, items and money are the same "thing" in terms of fungible value, just different forms. And, just as in physics, you must pay a price to change from one form to another. However, the shoe is on the other foot here--the seller pays the price instead of the buyer (by selling at a lower cost than the item cost initially).
What the author suggested was that items become cheaper over time because there is an influx of items of increasingly greater value over time. There is no similar influx of money into the world (AFAIK)--you must sell items to make money. If you could mine platinum to make money, then things would be different. What this all boils down to is that making money is predicated on finding items. Since the influx of value based on money into the world is small compared to the influx of value into the world based on items, there is a pressure on players to only spend within an absolute range of money for any item. In other words, you have a range of money valuation that ranges from 0 to X, and you have to fit increasingly more items within that range in a marketplace.
I believe all of this was exactly what the author described--if you keep a given amount of money, it increases in value in terms of items over time. Meaning, over time, you can buy more stuff for the same amount of money.
Again, it's another matter entirely if you start stating that a given amount of money buys an increasingly smaller amount of "badass-ness" for your character. This is thinking of item values in terms of their utility. And this is exactly how most characters think of items--that's where the fun of the game is to begin with. But, it's the switching between the two valuation models that confuses everyone I think.
The only certainty is entropy.
Anyone got a mirror to the document?
(I'm 16 hops away with a 50ms ping, and the download is timing out. wtf)
I currently sell on http://www.playerauctions.com and bring in about 5k a month in sales from EQ. If I really wanted to put more time in I could easily make double what I am now, but I don't currently have the time available to do so.
Nothing like an economy based on LARGE carved stone discsas on the island of Yap?
:)
Gives new meaning to the phrase "pocket change".
http://www.galen-frysinger.org/yap.htm
I am me...I think
The value of money is defined as how much "stuff" you can get with it. You can't have inflation (meaning a fixed amount of money buys less stuff in the future) and item depreciation (meaning a fixed amount of money buys more stuff in the future) at the same time. Since prices are declining, that's deflation, meaning the value of money relative to goods is increasing over time, even though the money supply is likely increasing. The guy who wrote the report has a PhD in economics. He knows what he's talking about.
It's impossible to have inflation (meaning the value of money relative to goods is decreasing) and depreciation (meaning the value of money relative to goods is increasing) at the same time.