Reflections on Commerce in MMOs and Virtual Economies

October Jade

October Jade

Wilds Pathfinder

Join Date: Jul 2005

drifting between Indiana and NorCal

I didn't really want to get into this arena again, but I guess enlightenment is a worthy enough cause. Here's a paraphrase of the correspondence I had with maraxusofk. The issues discussed are the ones brought up in his original post, but I altered the content somewhat to be more applicable to everyone.

Quote:
Originally Posted by myself, kinda, in a pm
It is correct that markets determine price through evaluation of both demand and supply. The part that is often forgotten is that each side operates independently of the other. The number of quality drops out there only affects the supply end; it doesn't change demand at all. When examining demand, we look at the aspects of goods that make them appealing (or not, given the situation). In terms of GW, there are really only two variables here: stats and appearance. For some players, a collector longsword is just as good as a crystalline; others place a high value upon aesthetics and choose to bid up prices for more unusual skins.

The biggest reason that prices drop over time is that GW goods don't follow the same rules that real-life ones do. Pixilated swords never rust; my ranger’s bows don't break. Once an item is created, it will not degrade or disappear unless a player does so intentionally. Even the rarest of items becomes much less so in the long run simply because there is nowhere for it to go, barring customization/dedication. The only exception would be something that is available for a finite short-run timeframe, such as the new polar bear mini. An item like that presumably has an unchanging, vertical supply.

Nightfall also had an immense impact upon the weapon market. In essence, the advent of inscriptions increased aggregate supply to levels we had not previously seen. The ability to pick and choose an item's mods, combined with easier salvage, made “perfect” weapons more common than ever, and consequently prices declined even further.

Inflation is a term often tossed into conversation, but infrequently in the correct manner. In a physical economy, inflation is neither necessarily bad nor good. On the other hand, a system with self-imposed limitations upon trade (i.e. a game) can confront issues with large waves in a money supply. Ideally, we would not have a hard currency cap, eliminating the need to use ecto or armbraces as a means of exchange. Data storage parameters, unfortunately, do not allow such an environment to exist. As mentioned above, virtual goods have a tendency to accumulate over time because they are superdurable. This leads to an ingame wealth creep in which everyone from typical Joe Warrior to the dedicated Miss UW Monk has more platinum lying around. To counteract this inflationary effect, we must either remove wealth from the economy more rapidly or alternatively slow its rate of entry. ANet has done both in the form of titles and loot scaling. By creating additional goldsinks and restricting the number of merchant trash pieces that players receive, the population as a whole has less currency on hand and price levels are held in check.

You might notice a pattern: nearly everything about GW's design eventually drives prices for weapons and minipets downward. Dyes, runes, and crafting materials function differently, in a manner that more closely resembles real-world goods. They exist to be consumed and as a result are subject to normal price fluctuation and cycling.
Questions, comments, and adamant refutations are welcome.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

2 things I'd like to add to fuel this thread:

1) ----------------------
Giant Online - You know its online gambling when....
Quote:
Giant Interactive seems to be in the news, one way or other, a lot lately. The company portrays itself as a traditional online game firm, however, it is fairly clear that they are stretching the boundaries of online gaming and gambling.
I have been concerned about Zhengtu Online since I first heard about its business model in November 2006.

Now, Giant Interactive is preparing to launch a new game - Giant Online. And, from the look of things, it is very clear that they are planning to continue pushing the limits of gambling. After all, who else is going to give you 500 Yuan (almost $70) in incentives to play? I certainly recognize this marketing pattern from the spam that floods my email box from various Internet casinos.

I am not aware of any other online game companies in China or elsewhere that are following this tactic or business model, though Giant Interactive's success is bound to attract imitators.

I would not be surprised to see smaller game companies follow in this pattern... where they will obscure the inherently casino-like nature of their business model in fancy graphics and convoluted game play (Though ZT Online's Treasure Chests are pretty unambiguous).

The other "fun" trend is marketing pyramid schemes built around gaming. The one I've been seeing a bit of lately is uVme.

So, gambling and affiliate scams - looks like online gaming is growing up.
2) ----------------------
The kill-for-cash FPS game Kwari:
http://gigaom.com/2007/08/30/kwari-m...al-networking/
http://www.tentonhammer.com/node/13206

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Thread resurection with this super interesting article on EVEconomy:
http://www.mmorpg.com/gamelist.cfm/s...1814/gameID/14