The Fairness of Virtual Currency
CNet.com is running an article looking into the fairness of the virtual currency exchange. From the article: "...according to two of the leading experts in the economies of these virtual worlds, getting a fair price in the exchange of real dollars for fantasy coins can be a crapshoot. Turns out it's hard to find reliable data about the dollar/virtual currency exchange rates in a pretend world where there's no Alan Greenspan setting interest rates and scolding everyone about irrational exuberance."
(city of heros seems to buck the trend... is there anything fundamentally very different about its economy?)
I think this is explicitely why World of Warcraft's storage areas are expontential in cost... the main long-term storage (the bank) costs 0.1g for the first expanded storage area, 1g for the second, then 10g, 25g, 50g, and 100g and that's it (for a max of 222 storage spaces, although it's very very expensive... players are likely to reach maximum character level with less than 70% of that). But perhaps this isn't sufficient to prevent the economy from being inflationary. (eg. if the storage space was too constricted, it would start to not feel like a game anymore... in fact, I'd say that the initial storage limitation is one of the least fun parts of the beginning game in WoW).
I'd say that the initial storage limitation is one of the least fun parts of the beginning game in WoW
After you get your first 60, this isn't such a problem because you can always send gold and bags to your low level alts. But yeah, a pain at the start.
Other than that, I've actually noticed deflation on my server- arcane crystals and arcanite bars are down 9g or so from their peak, runecloth is down from 2g a stack, and some other crafting items have taken price hits as well. Gold sellers prices are also down a few bucks. I'm not entirely sure how that relates, if at all.
I think it has to do with the game/server reaching 'maturity'. Most of the first adopters who rushed to the scene have maxed out a character or two, and have them equipped with all the craftable items they're going to get. They also have an alt or so that can provide all of the players characters with whatever they need, so they don't visit the AH as much, driving up prices. So know you just have a trickle of characters passing through various levels and buying up some stuff, but at a slower rate than the original mass leveling that came with the server opening.
Anyway, I hope that all makes sense, cause i've been up far too late. And it's just my humble observations, I have no data to back any of it up.
Alcohol, Tobacco and Firearms should be the name of a store, not a government agency.
Ultimately, it's a game, and people will make things for non-economic reasons. So if you're more profit-driven than fun-driven, avoid these items. It's still a problem though that the game encourages players to create these items, but then gives them decreasing rewards for producing those items.
And yeah, there are definitely inflationary pressures when someone who is level 60 creates an alt. Normal level 10 players have to grind for money at lvl 10 to get their EQ. But there are a few people who instead are able to grind for money at level 60 for their level 10 EQ. I haven't seen good economic analysis of this to confirm how severe of an influence it is, but it's very obviously inflationary, and an increasing influence as time goes on. (if it were possible to remove this feature from an MMORPG though, the more global problem of the "open loop" economy creating inflation would still exist)
For storage, yes, you can mail things between yourself, but there's a 2 hour delay, not convenient at all, because in some situations you need items more urgently. For items that have no vendor-buy price (eg. enchanting materials), you can post them items to the auction house for 9999gold, then cancel the auction, and let the item sit in your mailbox. That's slightly more convenient, but you have to make sure you retrieve the item before the mail expires.
The economic studies are always interesting to me and occasionally something will happen in-game that provides a quick "level check". Recently SOE published a new boxed version of Star Wars Galaxies which includes both of the add-ons, Jump to Lightspeed and Rage of the Wookies. As an incentive, SOE included a BARC speeder special item, from the last movie. The new speeder is the only new content in the box, so it's the only incentive for existing players to buy it. The BARC speeders immediately started selling for 3 million credits. Since the box is available for $30.00, the value of a SWG credit could easily be pegged at $0.00001. At least as of last week in the Intreped "galaxy".