MMO Creators Follow The Virtual Money Trail
Thanks to Wired News for its article discussing the dysfunctional economies of massively multiplayer games. The piece references an economic analysis by Raph Koster regarding Star Wars Galaxies, in which he mentions the game "...uses what is called a faucet-drain economy. You can visualize a spigot of cash coming into the game, a big ol' sink where the money sloshes around, and a set of drains where the money goes out the bottom." Virtual economist Edward Castronova also comments, concerned about the proletariat and the bourgeoisie: "The wealth distribution is not just unequal, it is incredibly unequal... Raph says it is similar to the distribution of wealth in (real-life) economies, which it is, but even the worst robber-baron economies were not this bad." In the end, though, Koster argues: "You don't get to ignore the economy, but absolutely, the goal is the fun, not Berkshire Hathaway."
I must make another post about how Puzzle Pirates is the best. The entire game is based on economy. Sure, money comes in and out, but it sloshes a whole hell of a lot. The entire game is based on the economy, shop owning, pillaging, trading. Getting raw materials and manufacturing them into stuff that you use to make other stuff that you use to get more materials. What really makes puzzle pirates have the best economy is that labor plays a critical role. If you want to make stuff you need actual people to devote their labor to you. In turn you must pay them money for their services. Not only that, but first you need to have a very expensive shop to even begin thinking about it. It's complex and that's what makes it great, play puzzle pirates the only mmo worth playing right now.
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...that MMOs are just like Real Life(TM), only expensive!
Wait, Real Life is too. Never mind :-)
True but in a player run economy, most things that PLAYERS sell at generally the premium stuff. Whereas the stuff sold by NPCs are the more generic, bland stuff.
For example in FFXI (which I play in now), theres two primary classifications of equipment. Starting/Basic equipment and Premium equipment. The first group is basic, your cheap basicly RAGS equipment and whatever gets tossed your way (its actually not uncommon to see level 20+ players running around in level 9 equipment sometimes).
The second class is where the article at hand seems to have the biggest beef. We all know the basics of a player run economy, players craft certain items that are sold NOWHERE ELSE and sell them to other players. However the problem with this is, it comes down to the age old rule of 'supply and demand.' MOST players DEMAND to have that badass +1 Sword to go along with their +1 Armor, +1 Rings, and +1 Helm. However theres only a FEW number of people who can SUPPLY these items (visit the Auction House in FFXI, any server, and more than 50% of the items listed there won't have that item up for bid). So what happens (after raising the price to cover expenses)? You raise the price some more!
That +1 leather armor which ANYONE can make for 500 gil? That only costs 300 gil to make. But that special, job specific, quest only, high fame only, high level only armor? 300,000+ gil. The legendary fishing pole which LITERALLY takes MONTHS to obtain? (You have to hand in 10,000 of a certain type of fish and they sell for 300 EACH at the Auction House. You do the math.) Well, lets just say the only listings of them being sold (on my server at least) were from the owners, to themselves.. for 3 MILLION GIL. (I've heard of listings going as high 8 million on other servers.)
In real life, robber-barons (most notably) with oil. In MMO games they deal with the 'phat l3wt'. But they never dealt with things such as food, clothes, and shelter.
I understand why most online RPGs have items and money, and therefore economies...
...to bring it back to the discussion about virtual economies, the choice of the developers in this particular game to exclude such things really, for me at least, makes the game more enjoyable, and just seems to work with the comic book theme.
But I have to say that I'm really enjoying the comic book goodness of City of Heroes-- The inventory is limited to a dozen or so slots where you can store power-ups (One-time use powerups called "Inspirations", and longer term but still not permanent powerups that enhance your powers called "Enhancements").
The only currency to speak of is "Influence"-- which can only be gained by defeatomg bad guys, and which can be used to obtain Inspirations and Enhancements to a degree...
But the focus of the game is pretty much to get your your bad (err, "Good" I should say) super-hero self together with some super hero buddies, form a super-hero team, and go beat some evil-doer butt.
Extremely satisfying, and delightfully free (in my opinion) of feeling like you're "level grinding". Plus, designing your very own super-hero outfit is disturbingly satisfying.
The piece references an economic analysis by Raph Koster regarding Star Wars Galaxies, in which he mentions the game "...uses what is called a faucet-drain economy.
And the faucet drains right into e-bay . I played SWG for the first month, and quit after I realized it was an annoying timesink and that Jedi were a sick marketing ploy. I had some money to play around with last month, so I bought myself a Jedi on ebay for $600. The Jedi was mislisted, so I got it pretty cheap. I played for a week, realized it was still boring (You have killed a generic monster, you gain 100 Jedi XP! Only 190000 more till you can get your next box/level!) so I relisted it on ebay. And I got $2000 for it. $1400 isn't a bad profit for a weeks work/play. Thanks for improving my real life economy Ralph. Maybe I'll see you again after pub 10 when being a Jedi is fun, or when the vehicle expansion comes out this fall.