I wrote this white paper a few years
back (2003), to explain to people why I wanted to implement
certain economic structures in one of those MMOs that never
got published. It also served as the basis for the GDC '05
Econ discussion. Interesting thing is that now both WoW and EQ
II use a sales taxes to create a variable cash drain in
their economies. Wish I could say they got the idea from me,
but they came to this conclusion on their own. On the other
hand neither game is dependant on using player created
consumables, which I think is an very important aspect of
the system. A Word version of the paper can be found
here.
This paper does need to get updated to take into account the new
duel currencies that games such as Puzzle Pirates and Kart
Riders are introducing.
The following is a brief discussion of
money supplies, hyperinflation and depression and how this
theory relates to online games.
Cash is the grease that lubricates
transactions. It does not have to be a commodity in itself,
though most early economies used a currency that was based on
some high value commodity, such as gold.
Hyperinflation/Depression
Any cash based economy, whether a real
country or an online game, is subject to Hyperinflation and
Deflation. In its most simplistic form, the general price level
is affected by the amount of currency in the economy as well as
the amount of goods being produced. This is best described by a
simple formula.
P= MV/Q
Where
¨
P = the price level
¨
M = the amount of cash in circulation
¨
V= the velocity of money (who fast it changes
hands)
¨
Q = quantity of goods
As the formula shows, when the money
supply is doubled, but the quantity of goods stays the same then
prices naturally double. If the money supply is halved then the
general price level falls by half. If production increases but
the amount of available currency stays the same then the price
level decrease and visa versa. A healthy economy is one where
the available currency is in relative balance with the amount of
goods being produced. This is a classic, and well proven model.

Figure 1 –
Hyperinflation, Depression and a Healthy economy
In unhealthy economies either the cash
supply’s growth vastly outstrips the increase in goods
production or the cash supply shrinks to such an extent that the
production of goods and services cannot be reduced fast enough
and it over produces unwanted goods. In either case market
structures caused an imbalance (i.e. the government did not want
to take action and increase or decrease the money supply until
it was too late). This imbalance causes things to spiral out of
control such as it did in Germany’s hyperinflation in the 1920s
or the worldwide Depression in the 1930s.
Simple growth of the money supply or a
steady increase in prices is not bad. It is when the available
cash gets out of balance with the amount of goods in the
marketplace that economies fail.
Such failures in the real world impact
real people, causing unemployment, starvation, and political
unrest in the worst cases. Economic failures in the online world
are not as dramatic. At its worst, the “business game” is
destroyed, professions or skill sets are “useless” and we are
only left with the combat treadmill.
However, given the rise of Real Money
Transactions and the new play for free /buy in-game items, this
is no longer the case. Having an economy fail in this manner,
now means a massive financial lose to the company. Thus we as
game designers have to understand how money is created,
destroyed and managed in an online game.
In a real world economy individuals
control the goods and services available and the prices that
they ask for them. Millions of people make decisions that
determine how much of any good or service is available and what
price will be asked for it. The government controls the money
supply, and increases or decreases it as it sees fit.
In an online game economy, the players
control both the flow of cash into the economy and the amount of
goods and services that are produced. If players decide that
they need more cash they take their characters out and do cash
creating activities, such as running missions for NPCs or
selling items to NPCs (buying and selling between players is not
a cash creating activity). Cash is removed from the economy by
activities that permanently remove it from circulation,
(transportation and maintenance fees for example). Simple
conversion of cash into an item does not destroy the cash, since
the item can be sold again. Typically the only real control that
the game (government) has is the ability to manipulate the
maximum rate that players can create cash and the maximum rate
at which it is destroyed, players are in control of the actual
flows in and out.
Matching the rate of inflow of cash to
its outflow is the key dynamic that must be achieved in order to
insure that a viable “business game” is created.
This is not a trivial task. If the inflows of cash exceed the
outflows, and an equivalent increase of goods or services is not
called forth then hyperinflation sets in. If outflows exceed
maximum inflows then deflation sets in and no one can sell
anything because there is not enough cash in the economy.
The easiest way control this system is
through dynamically matching the inputs and outputs of cash into
the system. There are two methods to achieve this objective. The
first is to have the game attempt to match the inflows of cash,
either programmatically or manually. This method would require
an incredibly sophisticated program moderating the various
prices for all items in the economy, as well as the size of the
money supply. Alternatively the game could have its own version
of the Federal Reserve board, meeting once a month to set the
“prime decay rate”. Both methods have a high probability of
failure.
The alternative is to allow traditional
market forces to go to work. Since the players ultimately
controls the flow of cash into the game they should be given
incentives to reduce the cash inflows when there is too much
money in circulation and increase it when there is not enough.
If this control is created using traditional market forces then
a reasonable balance should be achievable.
1
Money Supply Dynamics
Most online games have some fixed drains
for destroying cash, while letting the players control the flow
of cash into the game. It is difficult to design a system that
allows for player control of cash creation while using fixed
drains to destroy that cash. The game has either an inflationary
trend which ends eventually in a hyper-inflated state because
the players create more cash than the economy can use, or the
game removes cash from circulation faster than the players can
replace it, causing a deflationary spiral that forces the game’s
economy into a depression. In the end the game admin’s have to
tweak, change or modify the economic variables to fix the
problem, causing numerous customer satisfaction issues or they
destroy the Business game.
Players have various activities that
allow them to add new cash to an economy (see Money Creation
below). To keep this economic system in balance, (insuring
sufficient liquidity while avoiding hyperinflation), we should
use two methods.
First is a traditional method. This is
a mix of traditional fixed drains and variable drains. Fixed
drains destroy money at a constant rate regardless of the size
of the overall money supply. The viable drains take more or
less cash out of the economy based on the general level price
level. Commissions or taxes on sales can be our primary
method of doing this. For example if players sell crafted arrows
for $1 today, and next week the money supply is doubled then the
player offered price of arrows will naturally raise to $2. If
the sales commission or tax is 25% then 25 cents is removed from
the money supply in the first week and 50 cent the second week,
effectively doubling the size of the drain when the money supply
doubles. (see Money Destruction).
The second method is to remove the
incentive of the players to engage in cash creation missions by
reducing the profitability any of those missions. This is our
non-traditional approach. We can accomplishes this by having
cash creation missions require the use of purchased consumables
(bullets, bandages, etc.) and having the players set the
prices for those consumables. (see Controlling Hyperinflation).
In most MMO games, new cash is
introduced through character activities, thus increasing the
money supply. These activities include:
¨
NPC Missions – Missions given to the
character. Successful completion gives the character a cash
reward.
¨
NPC Purchases – Money given to the
character by an NPC Vendor in exchange for a good or resource.
¨
Cash Loot – Cash loot the character takes
off of a corpse.
¨
New Character Arrival –Money that the
character has on him when he arrives in the game. Important to
boot strap the initial game economy, but loses importance as the
money supply and prices begin to naturally inflate.
By manipulating the risk/reward ratios
for the missions, as well as the cost in time and components to
succeed in those mission, we will be able to heavily incent one
character activity over another (as SWG does). The prime means
for introducing new cash is the NPC Mission.
The money supply is also destroyed by
character activities or fees charged by the game for a
particular service. Note that activities that transfer cash
directly or indirectly from one player to another are not
reducing or increasing the money supply. The major activities
can reduce the money supply are:
·
NPC Consumables – Items that are purchased
from NPCs and then destroyed through game play. For example
basic arrows, bandages, medicines, food, and water. Consumables
should play an important roll in moderating the flow of cash
into the game (See Controlling Hyperinflation).
·
Housing and Facility Maintenance – The
maintenance cost on a house or facility. This is typically a
fixed drain.
·
Transportation – If the transportation
system is in the hands of the NPCs this can be another set of
direct fixed drains.
·
Special Rentals – Hiring of special event
items and NPCs. For example having a parson to perform an
in-game marriage, or buying fireworks, flowers or other
perishable decorations and items from an NPC.
·
Character Deletion – When the character is
deleted the cash on him is removed from the game. This is a very
minor effect since players normally transfer most of their items
before they cancel their account.
·
Taxes – A good viable drain is
having some type of percentage tax. This can be a sales
commission for any NPC vendor selling a player object, or
charging a percentage tax for sales on a trading hall list.
Note that using Player created
consumables, or paying a character to do some activity does not
destroy the cash used to purchase it. The cash is just simply
exchanged from one character to another.
Almost all games tend toward a hyper
inflated state, because drains are traditionally designed to be
smaller than the maximum inflow of cash possible in the game, to
insure that sufficient cash is in the game to support a business
game. Thus the issue is not if the game will get
hyper-inflated, but rather when will it get there. This
is because there are no strong incentives for a character not to
get as much cash as he needs to purchase things. Typically a
steady raise in general price levels, due to an ever-increasing
money supply, is an incentive for most players to generate more
and more cash to stay ahead of the inflationary curve. This
becomes a vicious cycle, which eventually results in a
hyper-inflated state.
We should break this cycle by letting
the players set the prices for combat consumables. As the money
supply increases the price of these player-controlled
consumables naturally increases. As long as the reward for cash
generating activities is fixed and requires the expenditures of
consumables purchased from other characters then there will be a
natural brake on hyperinflation. Tying the creation of the
consumable to an item that has to be purchased from an NPC adds
a nice fixed cost to the consumable, buyt as seen in the example
below not necessary.
A simple simulation of a two-person
(Adventurer and Crafter) economy illustrates this point. The
simulation makes the following assumptions and was done in
Excel.
We have an Adventurer
who goes out into the world to finish a cash
creation mission that is worth $100. He operates
under the following restrictions -
o
He must fire 100 bullets from his gun to get the
newly created $100.
o
He will not go out to kill the beast if he loses
money in the process.
o
As a new character he starts with $300.
The second actor is a Crafter who can make bullets and
sells them to the Adventurer. He operates under the following
restrictions -
o
The Crafter sets his prices as he will and at
the start will sell 100 bullets for $75.
o
The crafter will adjust the price based on the
general money supply in circulation and whether or not he
made a sale last period.
o
The Crafter also has to pay a sales commission
tax on each (variable drain) transaction and a fixed license
fee for doing business (fixed drain). Conceptually this can
be a Vendor who makes a salary and gets a sales commission,
but can also be charges for posting on an auction site.
o
The Crafter sells everything through his
Vendor or this auction site.
o
The crafter does not pay any NPC for
components needed to make the bullets, and for this
simulation makes the bullets on demand.
In this case the simulation
indicates that the money supply naturally stabilizes as
shown by the chart below.

Figure 2 – Money
Supply Growth of a Two Person Economy, where both care about
profit
This is a robust model that tends
towards stability. Changing the variables in how fast the
Crafter drops or raises his prices does not change the general
trend to stability. Assuming the Adventurer tries to get cash
faster based on the general price level does not significantly
change the trend toward stability. Adding either a component
cost for bullet making, changes the curves as well, but does not
change the trend toward stability.
Even assuming that the Adventure is not
driven by profit still results in stability of the money supply,
though the crafter ends up with most of the money in the system.

Figure 3 – Money
Supply Growth with Adventurer not caring about profit
A crafter who does not care about profit
soon goes out of business, as long as he has a regular fee that
he has to pay, either in the form of a salary to an NPC or for
access to a an auction house. If the crafter becomes
economically irrational he will go out of business and
economically rational individuals take over as long as there is
a profit to be made. Again this is time proven, economic theory.
The take away from this exercise is to
insure that the following structures are in place to drive the
money supply to stability.
·
Consumables are important in creating new Cash
– If large amounts of new cash can be created without
consumables, then there is no economic brake on cash creation.
·
Players set the prices of Consumable – This
is the other side of the coin, since only player set prices can
legitimately respond to changes in the money supply. Attempting
to do this programmatically in such a diverse economy as a
typical MMO is to invite failure. National governments have not
been able to do this.
·
Fixed drains need to be in place – This
provides a mechanism to remove a Crafter who is economically
irrational from the business game, as well as to provide
equilibrium in prices and money supply. Thus a regular fixed
cash fee for doing business is required, and set by the game.
·
Variable Drains via percentage commission of
the sale need to be in place – This provides a damper that
mitigates wild swings in the money supply. Fictionally Sales
commissions provide this damper. The percentage is set by the
game, on Facility Type basis.
Deflation is another major risk in any
online game. At its extreme a market is flooded with goods that
no one can consume or use at any price, or there is just not
enough cash to allow people to efficiently trade. While barter
and gifting economies come out of such an event, it makes any
Business game so difficult to play that only a few players will
attempt it.
Item and facility decay helps to remove
equipment from the economy over time. However this is not
sufficient. These goods take weeks if not months to decay. The
major cause of deflation in many online games is over production
of goods. A non-economic incentive for players to produce goods
causes this, i.e. the characters get advancement experience for
the act of creating a sellable item, allowing them to advance
the skill. Thus markets are full of low value items that have no
real customers. MMOs should mitigate this problem by
disassociating crafting skill improvement with creation of goods
that can be sold.
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