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AGC: MMO economiesSeptember 7th, 2006 |
Rough notes, sorry for typos!
Sam Lewis, MMOG economies. Lead designer for Cartoon Network MMO. ex-Kesmai, SOE, MBA and BA in econ as well.
What is economics? Study of forces of supply and demand and how they allocate scarce resources in a society.
MMOs are social games, that’s why you use economics. It helps analyze current phenomena and argue with marketing. And it helps you make design decisions, worldbuilding decisions. it isn’t the only lens to look at things, but it’s a useful one.
[shows a graph of the prices of components to build a spaceship in Eve]. Nice and flat, then suddenly there’s a demand spike and prices go through the roof. What do you think happened? Mor e players got qualified to fly that ship, so the demand curve went thru the roof.
Natural market places: pic of Seal Online. Lots of chat bubbles of people saying “sell sell sell.” How many of you played EQ? You all went to sell things in the tunnel. You think anyone designed it that way? No, it was a natural phenomenon. Econ can explain why. Eve Online, there’s a natural place. (Many games get listed with examples of this). If you know why, you can build to encourage it and allow it to happen.
Final reason to use econ: “You can’t screw it up any worse than it already is.”
Money Supply
The classic problem is that the money supply gets out of hand. Asheron’s Call: dupes and other problems caused people to move to alternate currencies (though it is back to currency-based now). You do need to have sufficient cash for lubrication, but you want to avoid a monetary collapse. You do not want your fiat currency to become worthless.
You also have to avoid the new players being “poor” when they first log in.
Monetary collapse could actually be considered fun. OK, but you should be ready to set up a commodity currency. In AC it was keys and shards. It needs to be
- divisible (something you can make change)
- uniform (no differences)
- storable
- durable
- compact (high value for its weight)
in EQ we started seeing peridots being used. (more examples got called out, dark angel feathers in M59 etc. Even a Kingdom of Loathing example).
Quantity Theory
P=MV/Q the quantity theory of money. When marketing comes in and says “let’s give the payers more money” use this to say why it won’t work.
P is the price level
M is cash in circulation <-- note, circulation, not in game. Thr trillions zapped from UO had no effect because it was not circulated.
Q is the quantity of good.
V is the velocity of money. It is the rate of exchanging things., The propensity to save. You have little control over this. In UO the velocity was small. The minute the currency was zapped, the velocity went up (and prices DROPPED).
Inflation is delta(P) = delta(MV/Q), the rate of change. Inflation itself is not so bad.
Healthy inflation: holding cash maintains your wealth
Hyperinflation: holding cash loses wealth.
Depression: Holding case increases wealth. NO liquidity in system, and the economy crashes.
In MMOs, we control price via the money supply. We solve the "poor player" problem with market prices.
How does money get into an economy? Faucets and drains. In other words, player-to-game exchanges. Player hours help set the size of the faucet, but it's loot, it's newbie gold.
Faucet: player selling to the game
Drain: player buying from the game.
The maximum amount of money per time period is based on max amount of activities in a given timeframe as they play.
The problem is that you do not control the cash creation, players do. If they are short of cash, they mint more by killing things. But then the prices go up, so they kill more things. If they need more cash, they open the faucets.
But the drains are fixed typically. The end result is hyperinflated, it's just a question of when.
Solutions:
- tie the drain to the price level (NPC prices rising and falling based on the cash supply). Exploitable, but Ted Castronova thinks he can do it. You SHOULD be able to do it, but...
- auctions work well, because price levels float.
- transaction tax is starting to be used more often in MMOs; a fee charged for something on the auction house as a fee. Used in EQ2, Cloud...
Two player economy example of a transaction tax example. Adventurer needs bullets to kill mobs for cash.
Crafter makes bullets.
Crafter sets price based on demand
Crafter pays fixed charge and percentage sales on the commission.
When graphed, this results in the currency, price of bullets, and so on stabilizing over time.
"Poor" player issue.
Say the economy has been going for 2-3 years. All your crafters have cool goods they are selling, and then new players show up. In the original design of SWG, the new player needed to get involved into the economy quickly. Marketing, customer service come in and say "new players don't have enough cash." But this is the wrong solution, it's inflationary.
As the value of cash declines, the faucet stream declines
So you can't buy good stuff.
Makes new players dissatisfied
Non-inflationary solutions:
- Have NPCs provide basics. Work s to an extent but is not as engaging and you get resentment too ("I got a rusty sword and a rock??!? it's crap!")
- make elder players dependent on services or starting commodities that newbies provide. In EQ, high end reagents were farmed out of the newbie yards. Commodity is good, service is pretty good but it needs to be an ongoing service.
UO had the scroll that matched players together. But there was the problem of scams. AC2/AC new players were valuable because of allegiance...
"Is gold farming severe enough to disrupt your economy?" We know duping is, If the rate of inflation isn't so high that you get issues, then there's no issue from an econ standpoint. There's questions of access to spawns, etc... "Couldn't gold farming have positive effects or other effects?" Yes, but we have also seen racism, etc,. but now we're out of the scope of the talk.
In M59, there are mechanisms to adjust the gold drops, change the faucet instead.
Market Structures: how people buy and sell
What market structure should be used?
Real world economic objective is "Pareto optimality." Resources optimally allocated. This is the gold standard. This is achieved by structuring a perfect market.
We don't want that. Perfect markets are boring. You need imperfection if you want fun. What you want is something called oligopoly.
Structures approach perfection.
——————————————————-> ^ ^ ^ ^ | | | | barter monopoly oligopoly perfect markets
Perfect market has many buyers and sellers, and homogeneity of product. No time energy or money to buy or sell. Everybody knows the price, there are no opportunities for triangle trade, low or no transaction costs. Secure transactions. Infinitely divisible good (solved by cash).
Oligopoly -- almost all market structures int he US. Few sellers, many buyers., Substitute goods -- there have variations in quality. There are barriers to enter and exit the market. It costs money to get to one store versus another. Information isn't perfect. I don't have the same info about prices that you do. There are some forms of transaction cost. You still want divisible goods and secure transactions.
How to get fewer sellers?
- fragment sellers by location. Having one auction house like EQ, no. EQ2 two. WoW has three. SWG originally one planetary commodity market but many player vendors.
- another solution is to fragment sellers by time. In EQ, you have to be logged in. So you get a second account. In WoW it's based on limited time -- the offer can only stay up for a limited amount of time.
Many Buyers: tougher.
- Having an NPC vendor of last resort increases the money supply, and it provides a ceiling or a floor to the market. I like players to decide how valuable things are.
- consolidate buyers by location. In SWG I could see everything in the galaxy on the market, but I had to go pick it up. iN EQ2, I would purchase at a distance for a premium.
- consolidate buyers by time. Posting offers to buy, as in Eve. This makes buyers be "on all the time"
Substitute goods: differentiate goods based on
- effectiveness tradeoffs.
- Aesthetics/fashion
- scarcity (done something remarkable, etc)
Barriers to entry:
- high fixed costs. In SWG you make an investment in a hop, a house, your tools, a location. IN EQ/EQ2 it's time investment.
- specialization. In WoW you can get one resource and one manufacturing skill. Need 3 or 4 to make an item. In SWG (old), max 2 crafting profs, but need 3 or 4 for making something.
Imperfect info
In conflict with the few sellers many buyers thing,
- But you want arbitrage opportunities. WoW market tracking software...
- heads up future economic events. In SWG the resource base changed periodically. In There players work the payroll cycle. They know that people do not have cash on Thursday, so they sell low on Thursdays and pump prices on Friday when checks come in
**
Transaction cost is player time.
- make it expensive to change vendors.. SWG, have to pick it up, and search everywhere. WOW, time to get to the location. This makes location based competition a valid choice.
Security and division
- allowing players to cheat on a deal will just cause cs headaches. Admittedly, Eve is doing a great job. Eve is working on a secure contract system though.
- making goods indivisible means you are going to a barter system. But someone will make an alternate currency instead.
If you play with these, you risk destroying the business game.
Industrial organization
This is how relationships between crafters works... it's a study of the structures, the manufacturing chain, and competitive practices.
Typical MMO:
- adventurers gather raw material
- Others supply sub-components
- crafter creates final product
- sold to adventurer
Design issues:
- manufacturing chain
- overproduction
- elder dominance
Chain solutions:
- no independent crafters who can do it all alone. Allowing a crafter to make some subcomponents and final products is necessary, because else it is too narrow.
- competition o the four P's (marketing): price, products (substitute goods), place (location of sale), promotion, and MMO unique Predation -- allow someone to go in and screw up the other guy. Business games are PvP games after all.
Overproduction. Caused by "oligopsony structure" which is many many sellers and few buyers.
Happens because we tie level advancement of crafters to making goods. No one wants to buy CDEF pistols in SWG because the market was flooded and you needed to make a zillion to advance.
- Find a different levelling mechanic.
- Destroy overproducing factories.
- Finally, make items consumable.
Elder dominance
Caused by a natural monopoly structure. A guy comes in with the investment, and he can always undercut everyone else.
Result of overly high fixed costs to get in.
A tremendous first in advantage.
Constantly declining marginal costs. As I get better it's cheaper for me to produce. This includes things like success rate in crafting. If masters fail less, they have declining marginal costs.
Solutions:
- cap quality.Elders make the same quality goods as a newbie. -
- Cap cost. Elders cost the same, including wastage.-
- Use comparative advantage: the elders can make more money selling high end stuff to a different market, so they move on naturally,
References:
Check out Terra Nova http://www.terranova.blogs.com
Sam Lewis' site: http://www.flyingscythemonkey.com -- has all the GDC stuff and papers and this material.
Eve developer blog, Dan Speed, https://myeve.eve-online.com, analyzing Eve economy
Synthetic Worlds, book by Edward Castronova.

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Original post: AGC: MMO economies by at Google Blog Search: get house player swg Blog tag: Get house player swg Technorati tag: Get house player swg Pages: Start Tag: get+house+player+swg
No, it was a natural phenomenon. Econ can explain why. Eve Online, there’s a natural place. (Many games get listed with examples of this). If you know why, you can build to encourage it and allow it to happen. Read the rest
Original post: AGC: MMO economies by at Google Blog Search: check into cash
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[...] Quantity Theory P=MV/Q the quantity theory of money. When marketing comes in and says lets give the payers more money use this to say why it wont work. P is the price level M is cash in circulation <– note, circulation, not in game. The trillions zapped fom UOUltima Online von Electronic Arts. had no effect because it was not circulated. Q is the quantity of good. V is the velocity of money. It is the rate of exchanging things., The propensity to save. You have little control over this. In UO the velocity was small. The minute the currency was zapped, the velocity went up (and pricess DROPPED).Inflation is delta(P) = delta(MV/Q), the rate of change. Inflation itself is not so bad. Healthy inflation: holding cash mantains your wealth Hyperinflation: holding cash loses wealth. Depression: Hllding case increases wealth. NO liquidity in system, and the economy crashes. In MMOs, we control price via the money supply. We solve the poor player problem with market prices. How does money get into an economy? Faucets and drains. In other words, player-to-game exchanges. Player hours help set the size of the faucet, but its loot, its newbie gold. Faucet: player selling to the game Drain: player buying from the game. The maximum amount of money per time period is based on max amount of activities in a given timeframe as they play. The problem is that you do not control the cash creation, players do. If they are short of cash, they mint more by killing things. But then the prices go up, so they kill more things. If they need more cash, they open the faucets. Link: AGC: MMO economiesWeitere News zum Thema: WAR: Ultima Online and Mythic Teaming Up Raph Koster erklrt das Resourcen System von Ultima Online Wish: Wish fr Ultima Online Spieler UXO: Interview mit dem Product Manager zum Ende von Ultima X Odyssey Ultima X Odyssey eingestellt Diskussion im Forum:Sam Lewis ber die konomie in MMOs [...]
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