MMORPG Economies Explored in Depth
Obscure Economist writes "The Social Science Research Network (SSRN, http://www.ssrn.com) has just posted a free download of "On Virtual Economies," a new broad-focused study of the market for MMORPGs. Think of it as a less descriptive, but more predictive, follow-up to my paper on the EverQuest economy of last spring. The link, for those interested:
http://papers.ssrn.com/sol3/papers.cfm?abstract_id =338500. Comments and criticism appreciated. Edward Castronova, Associate Professor of Economics, Cal State Fullerton"
If you could do an in depth study that was actually insightful about the actual economy, you would be hailed as a genius (you might even win a Nobel prize). As it is, you're simply a geek with way too much time on his hands.
MMORPGs are fantasy. They are artificially created by game makers and players are bound by the limitations that the game makers put in. If fake money is always created and never destroyed, then there is essentially an infinite amount of fake money and any item can eventually be attained. If there is a scarcity of money, then the game would be uninteresting because newer players would always be at a disadvantage to older players who have amassed more wealth and can thus buy more powerful stuff.
It's just a game. Play it for fun. Repeat until it sinks in.
MMORPHG's are excellent devices to model real world problems around. Here at the Fui Institute in Japan, we have used several MMORPGH's worldwide to map several social issues.
For example, the interaction between human beings are very nicely mapped in a MMORPGH. It's true, the newbies usually play the games as a game, but after a while they fall into place and build a sense of reality. When this happens, they try to model the MMORPGH based on their real world. This is very interesting no?
Unlike the Sims, MMORPGH's actually put you in the place of the character, thus you are more attacched to your character than with Sims. You tend to be a lot more emotional and a lot more envolved. We have done several research among Sims vs MMORPGH. It would be interesting when the new Sims MMORPGH game comes out.
Thank you.
Dr. Thakiro Nagoobalhu.
MMRPG's at my school are a way of life for some ppl. Helped my roomate last year go to Hawaii by sellign soem everquest accounts.
there is this /. article. that showcases someone's ideas about how to unbalance a game with exploits in the economy.
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"First things first -- but not necessarily in that order"
-- The Doctor, "Doctor
Since they are subscription based and need servers, piracy is cut down , almost all of it. What i don't approve is that the games cost full price like every offline game plus the subscription, which is not cheap at all.
At least anarchy online allows you to test the game for free
Open Source Java Web Forum with LDAP authentication
Quote from abstract:
It will also raise certain constitutional issues, since it is not clear, today, exactly who has jurisdiction over these new economies.
Don't the games already dictate the control of these economies? MMORPG game makers decide the rules of the economy according to what they think makes them enjoyable. Granted, if you are selling EverQuest items on Ebay, then you are subject to U.S. economic laws, but why would any government care about the economic activities in a virtual world, except in areas that affect their own economies? There may be an answer to this I don't see. If so, what is it?
Boom Shanka
Virtual Economies will have to expand immensely to have any real effect on real economies. Sure, people trade some EverCrack stuff on Ebay but it is a miniscule amount compared to the rest of the economy. It really has no effect on the real world. How can a virual economy ever have something that is truly valuable? I can't think of an instance and I don't see one coming about.
FoundNews.com - get paid to blog.,
No, I didn't waste 1000 hours this year playing EverCrack, it was important research!
SIG:Slashdot: indymedia for nerds.
"It will also raise certain constitutional issues, since it is not clear, today, exactly who has jurisdiction over these new economies. "
Uh, it's pretty obvious, Sony (in the case of EQ) "owns" your gear and gold pieces, etc. There is no value to it - it's just 0's and 1's on their server, and when you sign up for an account, the licence spells this out.
Why does everyone have to take something fun (a game) and try to assign real life value to it? It makes MMPOGs less interesting when you know there are people who "cheat" by buying and selling items in real life. That's not the point of a game!
National economies are suffering now that online economies are manipulated through dubious means using real world monies. The value of the EverQuest currency currently exceeds the value of the US dollar. Other markets are experiencing similiar downfalls. One solution proposed by Microsoft Corporation is to alter the virual economies with DRM technology to facilitate fair usage of currency. RIAA sources say that they are also working on a solution but offered no details.
people reveal that they are willing to pay money to be constrained.
This is an interesting observation. As many of us know, cheating takes all the fun out of the game for most normal people (15 year olds that crave attention and respect in an unhealthy way excepted). In art, self-imposed contraints are what makes good art. Without contraints, the games become meaningless.
I think when bugs are discovered in games that allow rampant cloning of items or free money to spread, is parallel to what would happen in society when and if we discover a way to make a "replicator" type device.
These games do make an interesting microcosm for sociologists to study. Identifing the differences is more interesting, since once we identify how it is different from the macro-society, we can use it as a model.
I've had enough abrasive sigs. Kittens are cute and fuzzy.
Intuitively shouldn't the economies of games like EQ follow the rules of those for flea markets. If buying/selling/trading isn't sanctioned by SOE (which it isn't) the economy is basically a black market. Otherwise some entity would have oversight (SOE for instance) and allow people to buy/sell/trade as they please for a standard fee, like the $13.95 or whatever a month it is to play EQ.
sig
If you have read the Diamond Age by Neal Stephenson you know about the Metaverse. I think it's fairly likely that something like this will eventually evolve from our current internet. At that point the virtual economy may very well become big enough that it will impact local and global economies in a big way.
There was an article on the BBC yesterday about inflation in and the economics of EQ. Here is it.
sig
Could Inflation threaten the EverQuest economy?
A funny read on the BBC.
I'm sure some people take this stuff waaaayyyy to seriously.
If you have read the Diamond Age by Neal Stephenson you know about the Metaverse. I think it's fairly likely that something like this will eventually evolve from our current internet. At that point the virtual economy may very well become big enough that it will impact local and global economies in a big way.
p.s. I accidentally posted this elsewhere, sorry...
EverCrack may not have an "immense effect", but there are plenty of instances of pretty much worthless things gaining value because they are rare and people want them. Look at stamps. Little pieces of scrap paper with a face value of pocket change. How about baseball cards? Just cheap cardboard. The pictures and information on both are easily duplicated. So why in the heck do people pay hundreds or thousands of dollars for them?
Heck compared to a stamp an Axe of Power or a level 99 character seems much more interesting and useful for entertainment. As long as it is sufficiently rare and useful, people will attach some sort monetary value to it.
Brian Ellenberger
As such any talk of jurisdiction over these "new economies" is just a pipe dream by over-addicted players; there is quite simply no such new economy at all, merely players (and sad, cheap addicted ones at that) within the current economy, trading their resources for ever more ephemeral rewards.
Indeed it seems like such talk of new economies is nothing more than subliminal advertising; trying to talk up the game to make it more important than it is. After all, it certianly suits the makers of the game if it's seen to be more "real"... even this sort of "negative" publicity is good for it since the sort of person that has such a pathetic life they get addicted to online games seems to be craving a reality of sorts, preferably one where they can overcome the crippling social, mental and physical deficiencies that plague them in real life. There is no genuine MMORPG economy. There's just a fringe of people who really need to get out more, trading within the regular economy on sites like EBay.
Jon Erikson, IT guru
A virtual economy, like any economy, must barter in scarcity. After all, it is scarcity which forces the choices of economics on people.
The most obvious object which a virtual economy could manage is time. You can't turn time into an encoded form on a computer which can be played back at any moment. By farming out your own time that you are willing to spend on some problem, you could get some credit that would be useful to negotiate time off of someone else's hands for a task you need completed by a certain time. It'll be the ultimate in specialization, where you need only know one thing well, because you can use that skill to aquire the credits that you use to buy the time of other people who specialize is some task you need completed.
If this sounds a lot like your day-to-day job life, it is. But it breaks down if you look at it from a non-time perspective. Things that are not direct people services aren't scarce in a digital world. You need to move to something else for the creation and release of digital knowledge, something like the street performer protocol. Then the goods (which, when released, are not scarce) can have the creators of those goods still benefit.
Traditional models of scarcity and resource utilization do not apply in a virtual economy. Once one copy of something is released, infinite copies may be made at any point. The only thing you, as a content producer, can do is set how much you want to release that product. This is the next step (IMO) in the evolution of economic theory because it'll allow people to make things on their own, without a big corporate body (RIAA, MPAA) taking a cut off of everything. Prices will go down, and creations will go up.
--
Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
MMORPG game makers decide the rules of the economy according to what they think makes them PROFITABLE.
That is the sole motivation.
paintball
then try this one:
Giant's Star
It's part of a very interesting series of novels.
Codifex Maximus ~ In search of... a shorter sig.
NASDAQ up 21.42 points
Dow down by 8.21
EverQuest SE up 1.50
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Hello, Slashdot user. My name is Dr. Sbaitso. I am here to help you.
(pg 12) ... My ass. I have never in 9 years of gaming seen people more immersed in a game that miniature strategic gaming. These are people that will play the SAME game through hundreds on meticulous through months. Remember times where it would take 9 hours to do 2 rounds. This is immersion in all its details. If anything, you are more immersed as you actually have to think as opposed to everything being handed to you on a plate. Thing with online games and MMORPG's is people don't have to think, its immersion for the masses. Its 5-minute thrill in 10-minute worlds where everything is provided to you.
De Oppresso Liber
I've been following the development of a new MMORPG, called Star Wars: Galaxies. The designers are trying some new concepts with the economies, and they really seem interesting:
1) Raw resources only exist in a set quantity. When a resource runs out, it is replaced by a brand new one, and the old one will never be available again. All the designs and items using the old material will become rares, meaning: a) designers stay busy, and b) prospectors stay busy.
2) You only get crafting experience when an item is *used*, not when it's made. Therefore, you are naturally motivated to make things people want, not whatever increases your skills the most.
I'm really interested to see how it turns out.
"I have never let my schooling interfere with my education." - Mark Twain
The only question is how much real money is it worth. When you get down to it, buying EQ characters or equipment on Ebay is no different than buying a movie or videogame or shelling out $40 to go to Six Flags. It's paying for entertainment. Buy powerful character, be more entertained. Selling characters and equipment is the same thing: Providing entertainment to someone who is willing to pay for it. It doesn't matter that the entertainment in question is 1's and 0's on a server somewhere, or that there's no "sink" for it (i.e., a way for money to leave the game). If more and more EQ Platinum becomes available, like any other currency, it'll just suffer rampant inflation. Sony creating lots of platinum, or players exploiting bugs to create lots of platinum, is no different than Mexico printing up lots of pesos to pay off national debt. It just makes the value of the platinum/pesos worth less in dollars.
EQ money is the same as real dollars - it represents production of a tradeable product.
When people buy EQ "Stuff", what they're REALLY buying is the TIME of the people who generated that stuff (or more accurately, they're buying the time they now don't have to spend getting the stuff themselves.)
EQ Platinum *IS* money, moreso than real platinum. Can't do anything with dollar bills, can't do anything with EQ platinum, but people will give you stuff for both because they believe other people will do the same. That's where it gets its value - not because of any useful properties, but just because people BELIEVE it's money.
One of these days, people won't play EQ anymore, and EQ money will be worthless. You'll be able to buy billions of EQ platinum pieces for $1 because no one will believe they have any value anymore.
Its exactly the same reason you can buy millions of Afghans or Lira for $1. People stopped believing the money was worth anything, so you needed a lot more of it for someone to trade you a dollar for it.
paintball
Thanks to some bugs quite a few people used macro's to actually get a lot of money, and subsequently flooded the market with a millions of plat for relatively cheap price.
This actually caused issues to the economy in that platinum was now rather worthless...Quite interesting on how this effected the economy of EQ.
StarTux
Shouldn't you just dismiss these as just a "game", unlike "real" money? Oh, you are thinking.
i can't think of an instance and I don't see one coming about
The whole point of value is that it is subjective. What one person would pay a lot of money for another would happily throw away without a thought. Clearly then these virtual economies are presenting value, albeit in digital form, to some people and there is nothing to indicate that this phenomenom will not continue to grow.
Value and quality are interesting topics for programming geeks and engineers alike, but the best book I have ever read on the subject is Robert Pursig's 'Zen and the Art of Motorcycle Maintenance', which should be made compulsory reading for any first-year computer graduate (IMHO).
Rake Free + Mac Poker: CardCrusade
(except perhaps the old Lira, which was so worthless as to require several million to buy a mellon)
"Lira" was the currency of Italy until it switched to the Euro. "Melon" is either a fruit or a large female human breast. "Mellon" is either the M in CMU or the Sindarin word for 'friend' (pl. "mellyn") and is the password to the Doors of Durin (topical: the Doors of Durin are in a fantasy world that just hasn't been MMORPGized yet). I assume that you aren't referring to "buy a friend" because as far as I know, slavery is illegal in Italy and the rest of the European Union. Or "buy a friend" as in a campaign contribution on the part of a political action committee?
OK, that was a bad joke.
Will I retire or break 10K?
I load ammunition for my 6.5x55 mm Swedish Mauser.. a nice little carbine (short barelled rifle) and the bullet speed is on the order of 3000 fps (feet per second) and is only a moderate load. You do the math, a lot faster than 100mph. : )
I only look human.
My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
I will never feel cheated to have a replicator in real life because I can't limit myself. Otherwise, you could kill me before I kill you. In a game, you just respawn, but not in real life.
The economic model in Earth & Beyond is an interesting change from games like EverQuest. It's closer to DAOC's model, as I understand it (I'm not very familiar with DAOC though).
Basically, the best items are player-made versions of loot-only items. Players can make better-quality items than the NPC merchants sell, but the best overall items aren't sold by merchants at all, but rather are dropped off NPCs that you have to go out and kill. So player crafting is important, because it yields the best items; but hunting is also important, because in order for the crafters to make those items, they (or others) have to go out and kill monsters to get those items in the first place. A big problem with EQ's economy is that *all* the best items are dropped off creatures. The best player-made items are pretty good, but do not compare to loot items.
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
It would be more sensible to charge $20 for the game along with the inclusion of a free month. That would spur first and second month sales by removing the hint of caution that $50 puts into people when they go to buy a game that they know they cannot return, might suck, or might lag horribly for them.
Your last sentence is laughable. It's a countless hour thrill in a 4+ year world where everything is just beyond your grasp. That is Everquest.
Finally, math books without any of that base 6 crap in them.
thefinite writes:
"Granted, if you are selling EverQuest items on Ebay, then you are subject to U.S. economic laws, but why would any government care about the economic activities in a virtual world, except in areas that affect their own economies? There may be an answer to this I don't see. If so, what is it?"
If you think about the selling of "plat" (platinum) obtained from Everquest on eBay, you're basically talking about a commodities market and the people running the game are essentially printing money.
My
Limekiller
What is real, when we're talking about economics and communities? Is the community of baseball card collectors real? Are the economics of fine art auctions based on rational decisions?
People "live" in these worlds. They have friends, lovers, rivalries, and the *emotions* are certainly indistinguishable from "real". You may smugly sneer at the inconsequentialness of it all, but what would your ancestors of a few hundred years ago think of you? How many of you make a living directly producing something you can hold in your hands? How many of you have jobs you can't quite get your grandparents to understand?
How many people who read /. routinely hunt and kill their own food, or till the soil to grow the wheat for their daily bread? How few people actually make things *essential* to daily life in this modern age?
The worlds I build are virtual. The communities that appear in them are real.
--Dave Rickey
When I first started playing Ultima Online, 10,000 gold pieces was a considerable amount of captial, and real estate of the lowest kind ran one roughly 55,000 gold pieces. Even with a considerably large user base, supply and demand of the various core resources (wood, cloth, ore) of the game was in a remarkable state of acceptable flux. Inflation was well controlled. The demand of "rares" (items that varied in degrees of difficulty to obtain) drove their prices high, but never to unreasonable levels.
This all ran smoothly, much like a real world economy of small nation might run. But then came factors that real world economists do not have to fret much over, factors that only exist in the virtual world. The most significant was that people started cheating. Specifically, a considerable amount of people found clever ways to mass produce gold by the tens of millions.
You might ask "why didn't the admins just remove all of the excess gold?". Well, they didn't know exactly who cheated, and therefore could not effectively enforce an across-the-board gold removal without losing valuable customers (where the real $$$ comes from). I stopped playing for a short period of time, and when I came back it was a new UO. Houses that were once 55,000 gold were now 1.5 million. Much sought over rares sky rocketed to values of 10 million gold (or more, I am told). New players (and long time players that decided not to cheat or purchase wealth off of Ebay) were now rendered "impoverished" for the duration of their UO life. Basic materialistic goals that players could pursue, goals that were promised to new players on the back of the box, were simply unattainable.
OSI, the company that runs UO, tried a plethora of schemes to make the economy bearable again. They failed utterly, and UO subscriptions continue to dwindle. What differentiates a make believe economy from a real one is the fact that people can do make believe things in a game. No one can dupe 1.5 million dollars out of thin air in the real world.
That name is -hardly- Japanese. Nagoobalhu?
Anarchy Online beat you to that priveldge.
Real Governments tend to take people eroding people's confidence in their currency pretty seriously.
At the worst, if you get caught "duping" in an Online game, you end up banned. In the real world, you get to spend 20 odd years in Federal, Pound You in the Ass prison.
I would also just like to say that it is sad how our way of life has become a dependency to many instead of merely a convenience. Many would not know the basics of real life survival if it came up and bit them in their PDA. Technology isn't bad... but lets remember to not let it make us slaves. Shoot, a skill based RPG could teach us that! LOL
I seek not only to follow in the footsteps of the men of old, I seek the things they sought.
Comparing emotions to the value gold is ridiculous.
The study of economic behavior is pretty much the study of human behavior.
Put a group of people together, physically OR electronically; when you watch their interactions it will be The Economy. For them.
We happen to be interacting in a large group, of approximately a few billion people. It's a natural phenomena. They -are- all real.
I'm in on the AC2 beta test (it's a free, open download at fileplanet), and they've taken the player economy to the next level - there are NO NPCs involved. You either get items from monsters you kill, or from ones you craft. And crafting is open to everyone - it doesn't require you to use skill points that could otherwise be spent in combat skills. This could be very interesting; it's a much more hands-off economic structure as far as the developers go.
"Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
1. 29yr old CS college-dropout: "hey mom, can I barrow your credit card, just for $15 bucks?"
2. Mom: You're not paying for online smut again are you Arvid?!?
3. The folks at EverQuest deposit $15.
And how does that compare to the single Star Fleet Battles campaign I have been in for 7 years now? Everythign is not just outside your grasp in everquest....you all start playing another game and bet your ass Sony will start making it in your grasp. The latest high level premade character packs you can buy from Sony are examples of this. The thing miniature games have going for them is once you buy them..they are yours, regardless of what the company wants or the economy demands. I have spent $20 and have enjoyed myself for years on that game (~8->12 hours a week).... how much have you blown on evercrack? Where will everquest be in 4 years when the popularity runs out?On to greater and better...where is all your valuable time spent, gone, useless. Sure there are dedicated players ever much as dedicated as real life hobbiest, but they can't support the game along. I dont' care if my games makers go out of biz or not, I can always play the game, now or 50 years from now. One of my favorite games to still play is Renegade Legion Leviathon ... FASA discountined this ~1993 and FASA itself out of biz ~1999 ... yet I dont' seem to have any issues *immersing myself in it*. Your whole enjoyment is driven my mass market economics. Evercrack can't survive a loss of population the way real life games can OR even MUD's. When you product is driven my mass market, your quality suffers and so do your hard core games. And of course people will move on, better graphics, faster games, better engines ... it doesn't end. You can stay still in the computer business. (Everquest is about to die itself...everquest 2 on the way...an upgrade == complete repurchase of everythign you already invested even if they have an import function. They will add somethign to make everquest 1 players go and buy everquest 2). My 700 page ruleset covers all I can and ever need to know to enjoy my games endlessly. Hard to upgrade minatures (well besides better paint jobs).
MMORPG ARE 5 min thrills w/ 10 minute worlds. Its the same reason chess (with a board) will be here 500 years from now and everquest will barely be remembered.
De Oppresso Liber
The effects of duplication bugs were far smaller than simple design imbalances- monsters yielding thousands of gold were trivial to destroy once you got a tamer up to high enough of a level, or a bard. And don't even get me started on the effects of sunken treasure or So one could rack up lots of gold completely within the confines of the game.
I'd blame the designers' lack of understanding with regards to gold faucets and sinks for UO's situation. Only recently have they started to get a handle on it, and it's far too late.
What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey
Maybe no body cares. But that kindastuff seems like a two steps away from a 'microsoft switch ad'.
The whole theory of inflation in these games based on an ever increasing pool of currency is flawed. In games such as Everquest the currency is used to buy and sell items. The pool of these items grows at the same time as the pool of currency grows. In fact, deflation is more typical, since the trend is for players to get better and better equipment so an excess of old unwanted items lowers the prices.
Also in EQ, the better items are usually not tradable, which means they can't be bought and sold. This effectively places a lid on the market, since people are not going to pay huge amounts for an item that isn't the best thing out there. The market is driven by buying and selling mediocre items, which are generally easier to obtain than large summs of currency.
1. EQ items
2. ?????
3. Profit!
Siggy
An exception to this would have been the Diablo II expansion right after its release. Accounts basically sold for the value of the individual items. I sold a single item (the Eaglehorn bow) for $1010 USD about a week after the release of the expansion. Of course, Diablo II has sort of been destroyed by hacks. Even if it weren't, graphically, the game looked old when it was released. Now, it just seems ancient.
I'm really looking forward to World of WarCraft.
"To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking
I'm sure this is true. But doesn't it strike you as odd? Someone pays to play a game and later pays to to avoid playing the game.
-Dave
Jeezus man!
7 years in one Starfleet Battles Game? Yikes! And I figured my week of doing a StarBase assalt with a friend was pushing it.
Now, I'm reduced to playing Interplay's interesting but somewhat lacking StarFleet Command Orion Pirates. It's almost but not quite what SFB was.
Just wait till I get you in the sights of my Andromedan Mauler my friend. You will wish you were somewhere else.
As for Everquest, I played that game for at least 2 full years. Very immersive, very nice - I just hate Lady Vox though... she sux... can't kill her... she wont die! Die dangit! Jeez.
Oh sorry... got a little carried away there. EVAC!
Codifex Maximus ~ In search of... a shorter sig.
Like buying a house, then paying a maid service to keep it clean?
It's just a way of avoiding the boring scut work, to jump to the nifty bits.
using my alias
"Dunderwoman"
Diana Prince
big time fan of
http://www.askheartbeat.com/cgibin/ultimatebb
will wright seems to know what he's doing and i bet he'll find a way for people to buy online warez in the real world. the economics make sense, sony cracking down is BS. south korea has real gangs selling online warez to finance their clubs and bars. the potential of tapping this industry is huge. it'll probablly become its own little economy within the game's economy for the sims.
The reason that you'll never see an accurate economy in a game is the same reason why people play online games: People want to escape to a better place.
An economy is a careful, thrifty management of resources, such as money, materials, or labor. Having an economy requires someone to work boring and unpleasant jobs. This includes monotonous jobs in a factory/office/farm/mine/store/vehicle with paperwork, early/late hours, and homework. However, gamers don't like to be managed - when they have too many boring tasks in an online game, they go play another game that's more fun. In a game there is no need for food, shelter, or clothing to survive. Everyone is looking for adventure and as a result they constantly raid or fight each other. If you want to constantly raid new lands like Gengis Khan's horde then play Everquest (it gets lonely if you don't stick with the horde though). If you want to fight other players in large team battles then play Dark Age of Camelot. If you like boring jobs, log off and save up for a nice house. Forget about a gamer economy because no one has to be there.
The fact that this drivel was moderated up or the fact that people wasted their time writing serious replies to someone who obviously feels too important to bother to read the article.
https://store.station.sony.com
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
DAoC definately does NOT cost as much as a single-player game initially.
When I bought my first copy, it was $30 - Most good games are $50+ these days.
When I bought my second copy recently, it was only $20 - Take into account that the game comes with a free month ($13 if paid a month at a time), and that means the game cost $17 and later $7 initially.
retrorocket.o not found, launch anyway?
As someone else pointed out, Battle.net is something akin to Napster - It just keeps track of clients and tells them where to connect with each other. It might store some information, like character data. (i.e. act as a savegame repository, in the case of D2)
Napster had no problem commanding massive bandwidth overloads all over, but their servers themselves were not strained much at all.
MMORPGs require the client to be connected directly to the server, which means the server and connection have to be a LOT beefier.
retrorocket.o not found, launch anyway?
Currently, player-made items in DAoC cannot be the best in the game. Armor can have the best AF, and weapons can have the highest damage, but they don't have the magical bonuses that people REALLY want. As a result, especially thanks to the "epic armor" received after a quest at level 50, there's only a demand for 2 of the 4 tradeskills.
This all changes in 6 days, when Spellcrafting and Alchemy (The ability to give items magical bonuses and make potions) finally goes live. At that point, Mythic's original promise that players would be able to MAKE the best items in the game will finally become reality.
That said, DAoC's economy is a bit more robust than EQ's - The problem with EQ was that certain crafted items sold for more than they cost to make. This is what the free-money exploits take advantage of. In DAoC, EVERYTHING is a loss except for one of the lowest items, which will net you 7 copper per build. (Note: Macro this all you want, it would probably take a day just to make one gold, whereas a player could make that much in a few minutes solo farming.)
Also, DAoC has a couple of inherent "cash sinks" built into the game. While EQ's economy primarily consists of buying "rare items" that enter the game but rarely exit, probably 50% or more of the cash in DAoC's economy is used to buy wood.
Wood, you say? A key part of DAoC's endgame is realm vs. realm battle. Part of RvR is taking over enemy keeps and holding them.
Upgrading a door to level 5-6 usually costs a few hundred gold worth of wood. Holding a keep for two weeks against attacks can make an entire guild go flat broke. (This happened to my guild - People are just beginning to recover their cash reserves well over a month later.)
retrorocket.o not found, launch anyway?
There's nothing magical about gold. The demand and supply of gold both vary in a way not related to the cost of anything.
How many milligrams of gold did it take to buy a loaf of bread in 1913? How many today? What about a motor car? What about a computer, which actually has a higher gold content than either of the other examples?
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E_NOSIG
My favorit part of the paper:
"Then the issue can be handled elegantly in Equation(2). Game A happens to be the always-exciting "Work Game of Earth," where you go to the office and face the challenges, denoted C, presented by you boss, your co-workers, and your competitors, and where overcoming those challenges garners you rewards, denoted R, in the form of wages, perks, fring benefits, and assorted entertainments involving the office copy machine."
Oops back to the copy machine.
If you're spending (say it with me) "real life" monies to advance yourself in a GAME, you are a loser.
And if your arguement is that this is for entertainment, well my friend, I only paid once for my copy of Soldier of Fortune II, and it's offered me endless hours of entertainment. Same with Half-Life.. Unreal Tournament.. Tribes.. WarCraft III.. Quake2.. etc..
I don't have to pay to advance my character or stats in these games. My level of fun isn't going to depend on whether I have some piece of "r4r3 ph4t l3wt" or if my character doesn't have a sword with +1 against ogres. I can just play, and not worry about such things. Nor do I have to pay a lame "monthly fee" to keep playing the game.
Consequently, EverQuest sucks the wang, and you all need to get lives.
Not All Who Wander Are Lost
I was talking about inflation relative to dollars. Yes, in *SOME* multiplayer games deflation of currency relative to in-game equipment is common (I've seen inflation as well, usually when you can sell equipment to NPC's for money and the NPC's sink the equipment while dumping even more money into the game), even if you spend less EQ platinum to buy a piece of equipment as time goes on, that doesn't change that you're ALSO spending less real life dollars on the platinum. In-game currency deflation relative to in-game equipment can still be inflation of in-game materials relative to out-of-game currency.
paintball
The value of money isn't just relative to how much of it there is, but the VELOCITY of it as well. Velocity is an economic term for how fast money is spent. Let's say we have an economy with 100 people and they all start with 100 dollars. Additionally, lets assume that everyone works their 40 hours a week producing whatever they produce. (Shoes, investment advice, whatever.)
Now lets say over the course of the year, everyone spends their $100. At the end of the year, that means that on average, everyone also received $100 and has $100 at the end of the year. Per capita income: $100. GDP: $10,000.
Now lets say that the next year everyone produces the same amount, but spends their money once in January, and then after they receive it, spend it again in February, and then after they receive it, spend it again in March.
That means that on average, everyone received $1200 over the course of the year, for a GDP of $120,000.
But since production didn't increase while velocity increased 12x, everyone has 12x more money to buy the SAME amount of product with, so you get 12x inflation.
Even though the SAME 10,000 $1 bills were involved.
Point is, inflation is not a simple matter of printing more money. It's a matter of how much there is and how fast it's spent, coupled with how much your production increases. Inflation/deflation is ACTUALLY (change in amount of money*velocity of money)/(change in production).
Ideally, your change in the amount*velocity of money increases at the same rate your production does and prices remain stable. If I produce 1.2x as much stuff as last year, having 1.2x as much money is a good thing.
paintball
Or paying someone else to build it (as most of us probably do / would) ...
- Michael T. Babcock (Yes, I blog)
If the stockholders of EverQuest SE are smart, they'll invest in non-virtual businesses in ten years.
I bet Time Warner will be a steal by then...
Because if that goes away, I'm dead.
paintball
You don't understand.
People will make many purchases with their $1200. They don't need to have it all at once. Let's say that everyone has $100, and spends $10 every week. That means that, on average, $10 flows out of AND INTO everyone's account each week. Because you arn't making more than $10 per week, you're not willing to buy more than $10 per week.
But lets say that this week, you want to buy something that costs $150. But you only have $100 - so what do you do? You go to someone else who has $50 and you borrow it and promise to pay them back $60 later. $60 later is worth more to them than $50 now, for you, $50 now is worth more than $60 later. Now you go spend your $150.
What just happened? Someone who was used to getting $10 a week just got $150. So now they can go spend $150 instead of $10.
A bunch of people do this and there's a lot more money to be spent, but no more goods to spend it on, so inflation results as buyers find that their customers have more money they're able to spend on their products.
This happens in the real world, only much slower, and it's balanced out by economic growth. Having 10x as much money is a good thing if oyu also have 10x as much people making 10x as much stuff.
paintball
Thats one CAMPAIGN. Are little gaming group decided that the same old scenario's were getting old and FE was no fun. So we designed a spherical universe map, gave each person a planet in it, and the started a great war. About 200 sectors, each populated randomly and about 8 players. Haven't yet had a clear winner. Have to remember that a single large fleet battle (using max command points) gives you ~ 12 ships -v- 12 ships. At 12 hour game days, takes 2 weeks->1 month to finish a battle. One day my mighty Andro empire will win this :) (actually have my doubts from my position, but can hope)
-Peter
De Oppresso Liber
Borrowing money doesn't DIRECTLY drive inflation. SPENDING money does that. But borrowing money does enable you to spend it. Borrowing money doesn't prevent someone else from spending it, it enables someone ELSE to spend money that would otherwise have sat around doing nothing - thus increasing velocity.
Your fundamental error here is that you think the number of dollars in the system is the same as the number of dollars that can be spent. It's not.
Very simply, everyone has $100. If they spend $10 per week all year, $50,200 will be spent that year. If they spend $50 each week all year, $251000 will be spent that year. SAME amount of product produced, but FIVE TIMES as much money spend on it, and prices are five times as high, even though the SAME PHYSICAL AMOUNT OF DOLLARS was available.
GDP = Number of people * PER CAPITA INCOME.
GDP = Total money SPENT.
You must first accept that fact that you are NOT measuring the amount of money, you're measuring the FLOW of money. If there is more flow, but the same amount of product, you're going to need to devote more flow to get the same product, and that's inflation.
paintball
English, motherfucker. Do you speak it?
Apologies if I offend anyone, but I'm about to launch into a jumble of freshman economics, derivation, and opinion here-- please correct me if I bungle anything. :-)
What makes the GDP approach seductive is that GDP is a straightforward number to measure, and once obtained, a very easy metric to use as a basis of comparison, in support of an argument, or anything else such a measure might be used for. Unfortunately, while it's easy to measure, it's measuring the wrong thing: the mere movement of money doesn't measure of quality of life, production capacity, or available resources. In other words, while money might be something you can trade for good stuff, money itself is not wealth.
Fundamentally, money is just a means of determining resource allocation. It serves three major functions:
As a measure of value, while it works well on a micro scale, it fails on a macro scale, since the total money supply is effectively an arbitrary number relative to the quantity of resources in the system.
As a medium of exchange, on the whole, money has been a smashing success, although individual currencies have certainly hit bumps in the road (and lately a few hedge fund managers have been exploiting those bumps to the detriment of bondholders and citizens).
As a store of value, it works quite well in the short term, but the fact that its value is subject to significant change over time, coupled with the relative uselessness of money as anything but a trade token, makes it a poor choice for long-term storage of value. I'd say the disadvantages of using a fiat currency as a store of value are even more pronounced, since its value fluctuations are subject to politics and policy, and it lacks any use whatsoever should its backing institution not hold up its end of the bargain, while gold isn't created by administrative action, and if the central bank goes under, you can still make stuff out of it. On the other hand, using a commodity like gold as a common measure of value seems somewhat dubious to me, since changing technology can sharply alter both its supply and demand curves relative to other goods-- the price of platinum, for example, was driven up by its use in catalytic converters-- while I would expect the disconnected nature of fiat currency to render it more stable in the presence of such shifts.
From the speculation department: Could a hard currency not directly bound to an external commodity or another currency even exist? Would it successfully dodge the disadvantages of both commodity and fiat currencies?
...when you're writing a game...tweak the difficulty of "Easy" to something [your mother] can cope with. -- onion2k
http://www.project-entropia.com
One of the first MMORPG's which will involve having to exchange really money into the game money. Cuurently the exhange rate is set at 10PEds per $1.
This could make this idea of the ingame economics a lot more interesting.
Celestial navigation is based on the premise that the Earth is the center
of the universe. The premise is wrong, but the navigation works. An
incorrect model can be a useful tool.
-- Kelvin Throop III
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