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This article originally appeared at SWG-de and was referenced by Bartle's Virtual Worlds. Unfortunately SWG-de no longer has this article, so rather than depend on archive.org to maintain the article forever I've duplicated it here (without permission). Online World Economy The Online World Economy Gil Breau, May 30, 2002 St. George, New Brunswick Email: gbtator@hotmail.com ©2002 AbstractNew
games come out daily under the premise of being a completely different
world than ours. They have different races, cultures, economic values,
and a vastly different world of morals and senses of reality. Many try,
but few live up to the promise. One of the few genres to come out with
great detail into making a world where people can live in a fantasy
setting is the online gaming industry. Although they do have a large
amount of detail invested within them, they’re lacking in certain areas
where human reactions can destroy the intended systems. IntroductionMassive
Multi-Player Online Games (MMOGs) are quickly growing in number
throughout the computer gaming industry. The driving idea behind the
game is that you can interact inside a complex fantasy world along with
thousands of others simultaneously over the Internet. The experience is
unlike any other game genre available, because for many, it becomes
more than a game.
To be able to take a good look at what problems lay
within the economy of online worlds, a backdrop is necessary. Like any
economy, the general attitudes and perceptions of the community based
on psychology and habitat affect how the economy works and how it can
be adapted. Below are several general descriptions of both psychology
and habitat that appear in an online world. The world population is split between two distinct
classes. The first is the people who log on and play the game and the
second class is the computer AI. Both play the game through what are
called avatars. These avatars are virtual representations of the
player, each quasi-unique in appearances and abilities (quasi because
there is bound to be overlap in anything man-made that has a small
choice pool). The Player Characters (PC)The people subscribing to play is the group usually
defined as player-controlled characters (PCs). These people often play
the game to be able to “role play”, or to play something other than
their own selves. Such people often play radically different
personalities, anyone who is shy has the chance to be an extravert;
kindhearted people sometimes turn to cynical and evil beings; anything
and everything is possible, largely due to the veil anonymity allows
them to have over their real personalities. The Player ProfilesDifferent people play the game for different
reasons, but can be commonly grouped together into categories dependant
on their motivations. Veteran players consistently abuse such
groupings, stereotyping players into certain attitudes dependant on
their drive. Bartle’s essay of player types
(http://www.mud.co.uk/richard/hcds.htm) addresses the four different
motivations that players experience while playing online games. The
main driving motivations can be further extracted into various
game-mechanics to attract the differing player types. The categories
are as follows:
The Non-Player Characters (NPC)NPCs
come in two basic forms; those that are the general population, and
then there are monsters. General population is defined as those people
within the world that are considered “normal”. They are the average
characters to which a PC can compare to and define themselves as the
important characters of the world. The main profession that matters to
PCs is the shopkeepers, whom buy and sell player-used wares. The
general population tends to add color to the world as well, making
cities bustle, etc. The SettingThe lay of the landThe land itself is an important factor in the game. Many games take root from existing fiction, while others create their own. The world creators take great effort to diversify the land as much as possible, including all terrains possible, from jungles to deserts. With such diversity, the natural resources available are vast in selection, giving the developers of the game breathing room to be able to create a widespread assortment of crafted items. Interactive materialsThe world is not totally interactive. That is to say, there are static elements in place that are there merely for depth in gaming experiences. Much like a stage set, the items are there for looks. The only items that characters can interact with are the items that they use in game mechanics (mechanics in-game are the different systems, such as crafting and warfare mentioned above, that a game includes). This in turn causes the economy to be tightly closed, as the assignment of possible profitable professions is limited to what the game mechanics allow. The Differing Aspects of MMOGsThere
are different facets of the MMOG universe that cause people to react
differently than they normally would in real life. Such aspects are
sometimes caused by the coded world, or just by human behavior.
Whatever the cause, these “features” create a differing attitude from
players than what would be expected in real life. Fun FactorThe
aspect that overrules every thought of making something more realistic
is “How fun is the game?” Players do not buy a game to escape into a
world where they find just as much work involved as the one they are
trying to escape. There are economic words that are completely taboo
inside a MMOG, such as taxation and recession. AnonymityPlayers
have the ability to play a completely different person than their
true-life counterpart. Their names, identities, and everything that
causes them to be more conservative in real life out of fear of
reciprocity has no holds in an online world. Anonymity reigns supreme.
PCs can be named with no link whatsoever to the player and can be
deleted and replaced if the PC gains negative connotations. BugsBug abuse and exploitation is the online world’s equivalent of crimes. Bugs are actions that are discovered by the population that were not designed to be within the system. Such bugs usually allow players who use them to vault themselves to the forefront of different aspects of life. Commonly abused bugs involve counterfeiting currency, stealing secures possessions from others, and rapidly advancing skills beyond what is normally possible. The population regulationOnline
worlds are hosted on computer servers hooked to the Internet. Because
of this, programmers try to limit the amount of players that are
allowed on a server at a time. This is done to allow the players who
are on at that time the ability to play smoothly, without slowdown from
an overload on the server and client computers. Servers are also
limited in size to foster a sense of society between players. The Online World EconomyThe
Online World Economy (OWE) is an interesting model by which one can
take a step back and look at an alternate economy that resides within
our own global structure. An OWE can be considered an experimental
setting, one that could never happen in life, but gives a viewpoint
towards aspects of human nature and reactions to certain economic
situations. The goal of this part of the writing isn’t towards analysis
of this setting and its interpretations, but more to locate problems in
existing and future worlds. The Why and HowThe Players aspects of an economyPlayers have differing aspects of what the role of the economy has for them; depending on what motivational goals they have set for themselves. For example, from the player types noted above, each has a differing view on what the economy does for them. The powergamer would see the economy as a hurdle that slows down his advancement rates, while businessmen would view the economy as a scoring system, or how they can make “high scores” within a game without final goals. While each type may have a differing opinion on the benefits/fallbacks, each is, at least to some extent, dependant on it functioning properly. The Reasoning for the EconomyEven with players having different views on why an economy exists in the online world, there are a few main reasons that it does exist. Zarchary Simpson (The In-game Economics of Ultima Online, http://www.totempole.net/, 7 Apr 1999) wrote in an essay concerning the economics of UO and outlines the constraints of an OWE:
The Macro economyThe Five Factors of an EconomyThere are five main factors that affect any economy; Natural resources, labor demands, physical capital, human capital, and management/entrepreneurship. These factors sometimes take on different forms than those within real economies, but still exist nonetheless. Each factor below is listed with some examples stated originating from an OWE. Natural ResourcesNatural resources within an online world are limited to those resources that are essential towards products crafted by players with various skills. While there are far few less in numbers of products, these resources have a near unlimited supply extracted by the population of the world. It is said to be just nearly unlimited simply because time restrains the amount extracted per day. Even with such restraints, the amounts of resources that can be extracted still outnumber the need for such resources. Newer games, or the second wave of MMOG, in development are fixing this problem by making realistic limits on resources, instead of depending solely on time to restrain the amounts. Labor demandsLabor within the population isn’t so much demanded as it is implemented within the core design for everyone. The OWE has no programs to help those who cannot make their own money, and the entertainment factors within the game are based mainly on earning money, and most structured challenges (i.e. Monster hunting) within the game reward the player. This gives everyone within the population a “job” of some sort. At the same time, some labors balance themselves depending on the demand and population from other specific jobs. Most of these labors rely on the basic “job” within the game, that of the adventurer. One can assume for all purposes that in this model, everyone begins as an adventurer in the world. As demands increase for certain products, some adventures wander towards jobs that cater to those demands. If demand decreases, some of those workers return back to their starting “job” as an adventurer. This is happening on a continual basis. Physical CapitalPhysical capital comes in the form of equipment. Equipment helps with differing jobs, and is essential to others. The theory of how this capital is maintained changes from world to world. For some worlds, equipment is viewed as an invulnerable possession; once owned, this equipment stays with the owner for the duration of their life. Other worlds go by a more realistic idea, where items decay over time and use. This decay can be withstood for longer by regular maintenance, but in the end there is still a need for replacement. Human CapitalHuman capital is the skills attained by the population. This factor is much like its real world counterpart. Skills are learned over time, and people are limited in how much trained skills they can attain before needing to abandon a skill in exchange for a new one. There is also reasonable flexibility, allowing people to change their lifestyle if so wished. Management/EntrepreneurshipEntrepreneurship in OWE usually maintain a low level
of organization. Most businesses are either sole proprietors or
two-person partnership. The world is designed for a more self-serving
market with low efficiency, where most sales and advertising are at a
local level. Globalization, ironically, is non-showing. Newer games
have attempts at a globalization process however, adding an online
market, much like E-bay in real life. Whether this turns businesses
over from a local to a wider customer base has yet to be seen.
The preceding diagram shows what was ideally
attempted to be created within the OWE. The idea was that the flow
outward from virtual sources would equal the flow of sources back to
the virtual beginning from players, with each of the following as parts
of the economy that the players interact with: Raw materials are those materials that are the basis
for player-crafted goods. These materials flow from the virtual
resource in the form of loot off of NPC monster spawns, natural
resource spawns, or materials bought from NPC shopkeepers. They either
leave the system by failed attempts at creating items, or by
successfully creating PC crafted items, which are considered goods. Goods are processed in two ways. They are either
sold to NPC shopkeepers, returning them to the virtual resources, or
are kept within the PC economy, and converted to player inventory. The
older online games have a much heavier dependence on NPC shopkeeper’s
sales than those in development now, which try to limit NPC sales to
lower-quality items. Player inventory are those goods that are kept
within the world for player use. These can leave the system by
degeneration over time, or degradation. Items left on the ground, or
within a non-protected source are left to decay. These items, after a
short period of time, degenerate from the online world and return to
the virtual source. Degradation happens from overuse of an item. After
time the item breaks down, and returns to the virtual sources. Gold enters the system by differing means. Loot off
of spawned NPC monsters, payment for completed quests/missions for NPC
characters, and sales to NPC vendors are the main proponents. Gold
leaves the system by PC purchases from NPC vendors and
repair/maintenance costs. The main portion of gold within the world is
circulated from player to player. Although ideally this seemed to be a good flow of
resources, snags appeared quickly. It seemed that players were
receiving much more resources than they were contributing back to the
virtual source. They were amassing more fortune than the NPC market was
able to handle, and soon enough, players were able to imbalance the
flow, creating grossly unfair situations. A new idea of economic flow
was needed. The new idea came from a concept of a faucet system,
where the concept that everything created from the virtual source in
the world would sooner or later find its way out again, resembling much
like the water in a sink. The water was supplied by the faucet, and
after circulating within the sink, left by the drain. Once the faucet
was turned on, it could be regulated, allowing so much flow of
resources into the economy to attempt to balance the system. The drain
on the other hand was less flexible. Drains were designed to be the
exit for resources from the online world. They were designed in effect
as inescapable means of taking resources from the economy. Some, like
the failed manufacturing, were taken from the previous model.
This market was part of the ideal concept first held
in online games. The flow of raw materials into the PC-to-PC economy
equaled in value to what was taken out through different NPC sales.
Most cases where failure occurs concern the flow into the PC-PC economy
being less than what gets taken out. A large part of the problem of why the flow is less
going out of the PPE is that the developers wish to create a game that
allows all the players to be interactive with each other, while still
providing a fallback income from the NPE for the people who slip
through the cracks and cannot participate in a fully independent PPE.
Because of this fallback scheme, the incomes essentially double
themselves. Large percentages of the population save half or more of
their incomes, sending the value of the dollar in a downward spiral.
The player market circulates existing money from player to player,
while the NPC market grossly increases the amount of money in
circulation. Price hikes of exorbitant amounts are not uncommon to see
within the online worlds because of this. Markets in online worlds represent what is called a
perfect competition. In this type of market, every firm in the industry
is a small producer who creates a homogeneous product, and has their
selling price set for them by the market for that industry. Below are
some common aspects that show up in all of the markets in an online
world, along with some of the problems presented by such aspects. The level of marketing in the game is one that lies
more towards a local market scheme. The crafter does the sales himself,
or a computer-controlled vendor hired by that crafter. These “stores”
tend to generalize, trying to offer as much variety as the crafter can
create as to improve sales. Besides the minority of consumers that will
be regulars, most buyers will be those that are in immediate need and
happen to come on that vendor as the first one who sells what is in
need. One reason this happens has to do with lack of advertising within
the world. Most advertising happens in the metagame, or outside the
online world, where most players do not have a lot of interest or
attention for such advertising. In a market setting where people find no limits on
what they can earn due to the inflating amounts of money in
circulation, the sense of value sometimes gets left behind in an
all-out attempt to gain everything possible. The world no longer is
based on what is needed, but what can be made available. Possessions
are only valued as long as it is the most trendy, the most expensive,
or whatever other goal is set into the mind of the player from the
beginning. What causes an item to be craftable by the players
and what causes them to be handled solely by NPC vendors? Placement of
said items is determined by their usage and value. The player
population generally makes the more important and frequently used
items. NPC merchants sell the lower end items, which have limited use
and value in the player’s world. On the other end of the scale, NPC
merchants also sell the extremely pricey items such as housing and
vehicles as well, as to increase the amount of gold in a drain.
Drains still are less than sufficient in draining
the amount of cash flow from the online world in order to balance out
the economic system. While the mechanics are there to change prices and
implement new drains, developers of existing games are reluctant to do
so. Players, in the past, have become irate at the thought of taking
their earnings and rights from them, and game designers try to stay
away from losing customers over such arguments. People like their possessions, and gaming worlds are
quick to supply them what they desire to keep them happy. Players like
to try and own everything in a world, and even if it takes a strong
determination, most end up owning a large percentage of the varying
possessions in the game. Hoarding is a by-product of the paradox. Once owned,
the nagging voice that says “this may be useful someday” comes into
play, and players end up storing all the items that come into their
possession. Instead of being recycled through the economy, the items
get stored away, increasing the need to produce more, and decrease
their overall value in the world market. Because of the effects of hoarding and “mule”
characters, the amount demanded of an item in the market continually
decreases. At the same time, new players who have a desire to craft, as
well as more frustrated players creating “mules”, add to the increasing
productions. The fact that skills increase only by repetitive creation
of an item only further ensures that overstock will be a constant
problem. NPC Shopkeepers have always remained static. The
prices of their wares have never taken into account for inflation in
the online world, and present difficulty for keeping the economy
balanced. Since the prices never change on the NPC market, players who
may have some of the same items for sale must compete, meaning while
they may be buying raw materials at inflated prices from other players,
their sales must stay at initial release prices to keep competing with
the NPC market. This drastic difference in price values commits the
crafter to ever-decreasing profit margins, until it hits the point that
they can no longer support themselves.
First and foremost, the way crafting is handled at a
mechanic level must be changed. Players flood the market with wares
because it is the only way to become better at their craft. Skill
increases need to be diverted away from rewarding the creation of items
and more towards their actual use. Rewarding crafters for making the
items encourages them to create too many for a market to handle, while
only rewarding with what is used in the market tells the crafter it is
useless on both a profitable and skill-gain level to make more than is
demanded. As of the moment, players work out of small “mom and
pop” style stores. The idea is that everybody deserves equal chance in
a perfectly competitive market. The problem therein is the fact that
there are way too many players who own shops for a main (or secondary)
character who has items to sell. The most crippling cause of decreased revenues and
forcing businessmen out of their trade are players who create a small,
part-time crafter (as a secondary character) who only makes items
needed for that player’s other characters. This is commonly known as
muling in the MMOG community, and often frowned upon, even if a large
proportion of the population participates in it. A big problem that adds to the inflation of the
economic structure is the fact that no matter how large the Player-side
economy gets, and how much usage lessens in the NPC-to-PC economy, the
NPC market still does not change. NPC Shopkeepers never diminish in
number as the public demands less of their wares. Prices never increase
as inflation begins to set in. Their demand to purchase from players
never diminishes as their own revenues wane. It becomes a large and
easily exploited problem in the economy.
There are two forms of government in an online
community. The larger government, which is in charge of making sure
unemployment rates and inflation stays low in a real life scenario is
represented by the gaming company that controls the mechanics of the
game. The lesser, more local governments are those run by player
communities. One of government’s strongest tools is taxation.
Highly unused in online games, it could help solve the issues
surrounding hoarding and clogged drains. Giving players the opportunity to help remove the
stress of inflation, while giving them entertaining distractions in the
form of official mechanics to maintain their communities, is a boon to
any company. The player government helps to regulate the same problems
that the larger company government is working on, but at a more
regional level. Even at the risk of losing some irate players,
online games must have their drains working properly to keep the
economy in balance. This means that prices on items, tax rates, and any
other drains that the companies install into the system must be
maintained and constantly updated to battle the risk of increased
amounts of gold in an economy. Without a clean working drain, the flow
of gold seizes up and increases the inflation rate. While the inclusion of an efficient economy may be
found as a hindrance to advancement for some, an inefficient economy
boasts even more serious problems of player losses and canceled
subscriptions. There needs to be changes in the problems discussed
above to have the economy working smoothly. While an OWE is unique in
the restrictions of its workings, we must keep in mind that those that
play within this environment are still human, and are apt to the habits
often displayed in our own economy. Using solutions from our own real
economy, while maintaining the fun factor involved in a game, may be
tricky; it is in the end, the best solution.
The real question for anyone who is reading this
article from a Star Wars Galaxies perspective is “how does it apply to
SWG?” Some of the problems associated with the older first version MMO
games have had corrections attempted, and in between the months of
studying economics and the time I actually got around to finishing this
article, some of the solutions were uncannily the same. Online worlds need a central bank instead of relying
on the faucet->drain system. In this manner, the cash flow into and
out of the world economy can be monitored, and each system that deals
with the inflow or outflow of money can be tweaked to assure that the
currency rate remains stable. Players as less apt to hold onto items that may be
of value someday if they realize that by allowing them to decay, they
not only add more raw resources back to the world, but add more money
into the system that they can earn. Because the value of money decreases due to the
impact of loss from taxation, more people will be willing to buy items
immediately, circulating the cash flow around to other people while
also decreasing savings. The decreasing of savings will result in less
chance of inflation. People starting the game have an equivalent
opportunity to gain equal amounts of money as a player who has been
playing for months, because of the increase in cash flow due to
population. In this manner, it helps newer players integrate into the
economic system faster. In the end, a central bank would not only battle
inflation, but it also helps create an equal playing field for both
newer and older players to compete on. Also, the bank creates in itself
a system where the developers can monitor how money flows around the
system, and if there is a slowdown or an increase in the speed of flow,
they can pinpoint the problems and adjust the system as needed. A
central banking system not only complements the current systems of the
faucet->drain, but also fixes its inherent flaws and leaks. Thanks to Steven Molen and Colin Murphy for their
help in finishing this essay. Thanks to Star Wars Galaxies database (http://swg-de.emr.net/)
for allowing me to host this thesis on their site and for converting it
to html. Also thanks goes to Raph Koster, Richard Vogel, and many other
developers who have spent so much time and effort into producing the
great online games in existence. << back to my home page |