This is the report on the roundtable
that I moderated at GDC. So far I have run this roundtable
twice, once in 2005 and then again in 2006. It was incredibly fun and I
learned a lot. Counting both years, we had close to 250
people attend the seminar. There would have been more but
the fire marshal forced us to turn away about 50 people in
2006. I have combined the reports from both roundtables
here, since there is a lot of repeated materials. A Word
version of the report can be found here at
GDC MMO
Economics. For those of you who want to see only the
2005 report you can check it out here.
I also did this as a talk at the 2006
AGC. The slides are located
here.
This
roundtable was a discussion about MMO economies and the design
elements that support the trading and crafting side of these
games. This is a repeat of the 2005 round table of the same
name. for the most part we covered the same topics in 2006 that
we covered in 2005. As such this report merges the results from
both years. Topics that where discussed exclusively at the 2005
or 2006 session are marked.
The objective of both of the roundtables was to give the
participants an economic framework to use when designing the
trading and crafting side of their games.
We only did anything
“new” in the 2006 monetary policy discussions. In those
discussions we used the
Quantity Theory of Money , and its related formula, to give
the participants more insights about inflation.
Each
session started with a definition of economics, and the
objective of a real world economy. The participants where then
asked to define the objective of a game economy, as well as the
player’s goal, or victory condition. After that, each session
explored a different aspect of business game design. The focus
of each session was determined by the participants and the
moderator used basic economic principles to guide the
discussion.
¨
Session 1 (March 22, 2006) –
Market Structure
¨
Session 2
(March 23 2006) – Industrial Structure
¨
Session 3 (March 24, 2006)
–Monetary Policy
The
sessions were well attended (standing room only for all
sessions), and discussion was lively. Again we did not get to
all the subject matter, especially the impact of duel currencies
(Puzzle
Pirates,
Go Pets, etc.) on monetary policy.
Each
session started with some basic definitions
¨
Economics
– The study of how supply and demand allocates scarce goods and
services in a society. Economics is typically broken into two
fields of study
o
Microeconomics –
behavior and decision making of individual firms and consumers.
o
Macroeconomics –
behavior of the economy in the aggregate, focusing on nation
production, inflation, unemployment and the role of government.
¨
Government –
the governing authority. In MMO terms the government is the game
developers. The NPCs within the game are their agents.
¨
Manufacturer –
characters that make consumable and durable goods. In most games
these are known as crafters.
¨
MMO
Business Game –
a game where the players are both consumer and
producer of goods and services. Some markets might be served
by NPC agents, but for this discussion an MMO business game is
primarily a Play vs. Player game.
¨
Pareto Optimality –
This
is the standard that most economics use to measure the
effectiveness of any economy. When an economy is Pareto Optimal
then no redistribution of goods or services can make someone
better off without making someone else worst off.
¨
Goal
of Real World Economy –
Achieve Pareto Optimality.
The
participants were also told to check out
Edward Castronova's new book,
Synthetic Worlds,
if they wanted a more formal discussion on economic theory and
MMO design.
This
was the first question we tackled in all sessions. This is the
standard by which MMO economics should be judged.
¨
Goal
of MMO Economy
– Support a “Fun” business game of trading and crafting. The
game involves the selling and buying of goods and services
between players.
The
goal of a MMO economy is not the same as the goal for a real
world economy. Thus economic structures that are traditionally
considered “bad” by economists (natural monopolies, government
restrictions on free markets, oligopoly behaviors, stock fraud,
etc.) might be good for a “fun” business game. In fact
Eve has made a great game with those elements in mind.
For
example a business game that allows you to build a ruthless
monopoly that blows up competitor’s factories, commits stock
swindles, defrauds the public and exploits workers can be as
exciting as playing Halo. In the real world both the
business and combat behaviors would land you in jail.
In
other words a “Fun” MMO trading and crafting game breaks Pareto
Optimality.
(From
the 2005 sessions)
Players need to know that they have won, or achieved some sort
of goal, when playing a game. This is a fundamental principle of
most games. The goal can be either defined within the game
(kill the most orcs) or by the players themselves (make the
highest quality purple and chrome blaster possible).
The
participants discussed what the player goal or victory condition
should be for an MMO business game. The three sessions came up
with the following goal (in multiple variations)-
¨
Relative Wealth
–
Players want to be on the top of the heap, therefore in a
business game they want more cash/stuff than anyone else. This
was expanded to include a comparison of assets, and liabilities,
in effect a balance sheet.
How
do you let others know you won?
(From
the 2005 sessions)
MMO
communities are very status oriented. It is important that the
players are able to let others know how successful they are in
playing the game.
How
to display success to others was then discussed. Participants
came up with the following solutions:
¨
Conspicuous Consumption
– Allow the players to purchase and display luxury goods
(houses, clothing, pets, NPC followers). Many of these goods
should not have an impact on actual game success. They just show
others that the character has “money to burn”. Note that this
solution not limited to displaying success in a business game.
It is a typical means of displaying success in MMORPGs (I got
this rubber chicken hat from this difficult quest, I am a level
65 Paladin, I can afford to dye my armor purple etc.).
¨
Balance Sheets/Net Worth statements
–
allow players to see the financial health of the character
though some form of an income/balance sheet statement. This
should be set up so that the player’s economic standing can
“sliced and diced” like a traditional leader board (I am the 2nd
wealthiest flizz producer on the shard). Again this is similar
to how MMORPG leader boards work.
(see
http://eq2players.station.sony.com/en/players_index.vm
for an example).
The
competitive landscape in the business game was the main topic of
conversation for the first session. We used the attributes of a
marketplace under prefect competition to guide this discussion.
¨
Numerous Buyers and Sellers
–
enough buyers and sellers to insure that no one person or firm
can influence the price of a good.
¨
Homogeneity of Product
–
goods offered by one seller are the same as the goods offered by
another.
¨
Freedom of Entry and Exit
– new
competitors can enter the market at the same cost as the entry
cost for current competitors. Conversely there are no major
barriers to leave the market.
¨
Perfect Information
– all
buyers and sellers have the same information about the
marketplace available to them. They all need to be well
informed.
¨
No/Low Transaction costs
– the
cost of making a purchase is non-existent or low. If it exists,
the transaction cost is the same regardless of which seller the
customer chooses.
Some
versions of this list include Infinitely Divisible Goods
as another required attribute for perfect competition. Given
the time constraints and the fact that currency solves this
problem, we did not include that attribute for discussion.
Everquest
was given as an example of how these structures can be used to
analyze an MMO market. Originally the game had no central
auction house or formally supported market structure.
Never-the-less the players created one in the East Commons. This
market was highly inefficient, because of the high transaction
costs (Players had to stand and shout if they wanted to sell
anything and players had to get to the East Commons, and wait to
see if someone offered items that they wanted, if they wanted to
buy anything). Transaction costs in terms of time, where
extraordinarily high. There were never more than a handful of
buyers and sellers at any one time. Finally players never had
good information on the “true value” of goods (Price check? Was
a common shout as players attempted to determine what the real
market price for an item was).
As a
result of these massive inefficiencies very few people played a
business game in EQ. Those that did played it out of the game,
using various web sites to offer items for sale or trade, as
well as using that to get an idea of what prices where.
Once
the central market place on the moon was created, the market
became much more efficient, as more buyers and sellers appeared,
search filters made cost comparisons easy, and the time it took
to go shopping as vastly reduced. Many more players got involved
as both buyers and sellers, giving EQ a viable business game,
and one that many more people participated in.
It
would be possible to design a game that has prefect competition.
However would this game be “fun” (the objective of a business
game)?
The
answer is no. Under prefect competition all players are price
takers. There are no opportunities for arbitrage, collusion,
cornering the market, predatory pricing, dumping, and all those
other fun robber baron business activities.
However we do not a perfectly imperfect market, which is
close to what EQ in its original form had. In that situation the
economy is so inefficient that only the most driven players will
participate.
The
key is to create market structures that will take enough of the
burden off of the players to entice many of them to participate,
without turning the game into a boring commodities trading game.
In
economic terms this means an oligopoly market structure. An
oligopoly has a few large sellers, with a number of smaller
competitors. They sell goods that are differentiated from one
another (close substitutes).
To
get an Oligopoly we need to design structures that make it very
easy for the buyers to get what they want, but hard for the
sellers to offer their products.
Creating imperfect markets is the simple answer to that
question. To do this we need to do the following.
¨
Numerous Buyers and few Sellers
– we want numerous buyers and only a few sellers for a good at
any one time.
To do
this we can fragment the marketplaces (SWG has no central
clearing house for its Vendors carrying high end goods. EQ has
online only vendors, giving players opportunities to offer goods
when others are offline.
WoW only lets players keep items up on auction for a limited
time.
Alternatively we can control the amount of goods available at
any one time by making key component drops extremely rare, or
limited.
¨
Close
Substitutes
– insure that goods are close substitutes for one another and
that crafters have some means of product differentiation when
they make an item. Letting crafters create the same goods in
different colors is one simple solution. Having a sword that
gives a +1 strength but a marginally lower DPS is another
example of a close substitute.
¨
Imperfect Info –
This allows for arbitrage and very interesting game behaviors.
Many WoW traders play the market. They use a third party
program to track average prices and buy up goods that are
under-priced only to resell them at the average price. There
players will work the payroll cycle. Thursday the prices for
goods drop, as players find that they need some real world cash
to make it through the rest of the week. Players buy up goods
then and then resell them after payday for a nice profit. The
players willing to spend the time have to have enough
information to analyze the market and get an information
advantage on their competitors.
¨
Transaction Cost in time –
Cost includes both in-game cash, but also how much time a player
has to spend to complete the transaction. In SWG the cost
of comparison shopping is very high, since there are no
centralized market for high end goods. Players have to travel
from vendor to vendor to see what is being offered. This makes
advertising, one stop shopping mega-malls, and location an
important part of the business game (though it does frustrate
some buyers). The trade-off is that if the transaction cost is
too high the buyers will opt-out. Finding the right balance is
critical.
¨
Moderate Cost of entry –
This ties in with the 2nd Session discussion on
avoiding monopolies. However some means for moderate entry
costs, that did not invalidate the solutions from the 2nd
session included –
o
Profession Tracks –
make
the players commit to a crafting class (arms manufacturer,
potion maker, automobiles), and make changing between classes
costly.
o
Location Based Competition -
if
location is important for success (vendor stalls at
transportation nexus, adventuring supply shops near high traffic
dungeons, Market stalls outside of a planetary starport), then
new competitors into the market will either have to purchase a
high cost location, or compete at a disadvantage. This
disadvantage can be offset via advertising (SWG
advertising droids directing customers around the starports to
bargains off the main drag are common).
Secure transactions are mandatory, even in Oligopoly. While
piracy in Eve was brought up as fun game play (at least for the
pirate), the participants agreed that allowing players to steal
from one another is not fun game play. Note that this conclusion
is in direct contradiction with a design suggestion in
Synthetic Worlds.
In an
oligopoly environment we need to let players compete via
marketing principles. Marketing has divided competitive
strategies into what is known as Kotler’s 4Ps. Note that
these competitive strategies take advantage of the flawed
structures that economist say will create oligopolies.
¨
Product
–
competition via product differentiation. One way to do this is
to have items have stats that are differently valued by one
class of characters. For example, in EQ, a tunic that has +2
agility is highly valued by Rangers. The same tunic with +2
wisdom is not as valued by the Rangers but is now highly valued
by Clerics. Other means of differentiating product were –
o
Effectiveness –
tradeoffs in rate, damage, recharge time, as well as making the
item superior for specific situations, while reducing its effect
for general use.
o
Esthetics –
Making it look different, via color or shape.
o
Fashion –
Something used a lot in Second Life and There. Items that the
community as a whole finds “stylish”. This is a bit
different from esthetics, in that the player’s decide what is
fashionable and what is not.
o
Scarcity –
just
simply making the item rare, will help differentiate it.
¨
Place
–
Where the goods are offered for sale. As mentioned before
locations near transportation nexus are prime real estate. Again
centralized market places with listings of all goods for sale
are good to lower transaction cost and get more buyers to
participate. For example, the creation of the bazaar in EQ, made
for viable business game. But doing so reduces the opportunity
for competition based on the location of the seller.
¨
Promotion
– Advertising pure and simple. Players do this all the time,
(shouts and zone wide spam LFGing). Most of these are for
services that can not be offered for sale via broker or auction
house systems. Branding crafted goods with the crafter’s name,
signage for stores, and other mechanism all allow the players to
compete through promotion.
¨
Price
–
An easy one, but if there are price caps and floors because NPC
vendors buy and sell the same items, then price competition is
restricted. Heavy price competition is normally the last resort
after Product, Place and Promotion competition options are
exhausted. Note that the most competitive real world markets,
such as grain, and crude oil, have virtually no promotional,
product or place based competition.
In
the second session, the participants wanted to deal with how
goods and services are produced and brought to market. In the
2006 session we had a brief discussion on the character’s role
in the industrial structure.
In
both years we also had a discussion about the main two
industrial issues, crafter dominance and overproduction of
goods. We also discussed how to the keep an economy constantly
producing so that it does not run out of steam.
Of
interesting note was the large number of 2005 participants who
proposed heavy government intervention (production limitations,
price floors and ceilings, limit the number of manufacturers,
etc.) to solve these problems. Fewer of the 2006 participants
advocated these intervention strategies though.
Industrial structure analysis looks at the chain of suppliers
and manufacturers that take raw materials, convert it to a good,
and deliver it to a market. Note that services typically have
some type of industrial structure, put it normally involves
training the seller to provide the service. A simple real world
diagram is shown below.

Figure 1 -
Typical Real World Industrial Structure
A typical MMO industrial structure looks
like this.

Figure 2 - Typical MMO Industrial Structure
In
this case the adventurer/consumer serves as the raw materials
supplier and the crafter is the manufacturer/retailer.
The
2006 participants noted that there is a design opportunity for
shippers, and possibly wholesalers. Note that
Star Wars Galaxies, had a different division of labor. There
the resources suppliers and manufacturers were the same player
and the adventurers where just a consumer. This is because the
game, especially at the high levels, did not allow for players
to be both a crafter and an adventurer.
In
most MMOs the crafter (manufacturer) creates goods through
processing raw materials, and sub-components, though some game
mechanic. There is a progression of goods that they can create,
as they become more proficient.
In an
MMO, as the crafter produces more goods, they become capable of
creating better quality versions of the good, and learn
to make more valuable high-end goods. Their cost for
manufacturing declines in some manner, normally through less
wastage, or faster production times.
This
manufacturing processes results in an industrial structure that
mimic those of natural monopolies –
¨
Constantly Declining Marginal Costs
– the cost of manufacturing one more item is less than the cost
of manufacturing the pervious item.
¨
High
Fixed Costs
– the
cost of getting into the business is very high. In MMORPG terms
the cost of getting the skill of the crafter (human capital) up
to competitive levels is high or very time consuming.
¨
First
In Advantage
– the
first crafters in a market are able to sell goods at monopoly
prices as they level up, lowering the cost of their investment
in human capital as they advance. Other crafters coming into the
market don’t have that advantage.
This
naturally results in the starting crafter not being able to
compete with elder crafter. They have to invest more time and
effort to get their skills and facilities up to standards of the
elder crafter. Thus they face high fixed costs.
Not
surprisingly new players entering the game can not compete with
established crafters. Thus they don’t participate in the
business game and so don’t have any fun.
We do
have a conflict with conclusion with the market structure
roundtable. There we wanted few sellers, or an oligopoly, which
is structurally similar to a monopoly.
The
key is to remove the structures of natural monopolies
that we typically find in MMOs, but keep the number of sellers
at any one time limited, using solution proposed in the market
structure discussion. The best solution is by fragmenting the
markets (SWG’s solution), or limiting how long someone can keep
items available for sale (WoW’s solution).
Both
the 2005 and 2006 round table participants came up with the
following solutions to this problem.
¨
Get
Rid of RPG type skill advancement –
this
was one of the most interesting observations in the 2006 group.
As designers we typically use a crafting advancement skill
system that mimics the adventuring system. Each skill level is
gained by getting progressively more and more skill points. This
guarantees high fixed costs (since time is a player’s most
valuable commodity) for entering a market. Going to a simpler
system that does not require the time investment means more
people will get into the market.
¨
Comparative Advantage
- this solution is to trust an economic principle to solve the
problem. Under this principle the elder crafters will abandon
the markets for low end goods, so that they can concentrate on
producing higher profit high-end goods. If the market has enough
demand for all of the high-end goods that can be produced by
elder crafters, then this might work. However, in most cases,
the market can not absorb all of the goods and so the elder
crafters go to the lower end markets to make their profit. For
example Docs in SWG regularly compete in the stim-B pack
market, which are a low-end good that ought to support a lower
end player, but because them is not enough demand for stim-C
packs the Doctors compete in the stim-B market .
¨
Cap
Quality
–
make it possible for a new crafter to compete with a elder
crafter by capping the quality of the goods produced at a level
that the new crafter can easily attain (the CDEF pistol made by
a starting crafter is the same as the CDEF pistol made by an
elder crafter). This will give more incentive to the elder
crafter to compete in high end goods, leaving the low-end good
market to the new crafter.
¨
Government purchases of low end goods
–this
solution with have the game NPCs purchase low end goods,
providing a price floor for low end goods (hopefully at the cost
of manufacturing). This way the new crafters have the fixed cost
of getting into the business lowered, and they can get their
skills up to par with the elder crafters quickly. The problem is
if the crafter can make a profit they will use this mechanism to
over produce goods, to sell to the government. This will
artificially drive up the cost of raw materials and
sub-components and create cash. Depending on how much
profit a crafter can make selling items to the government, this
might become the prime means of creating cash for the players.
(This was the primary money making scheme in Asheron's Call
for many years. Applesauce making is a fond memory for many
AC crafters.)
¨
Have
low end goods be subcomponents for high end goods
– The
new crafters become suppliers for the high end crafters,
effectively becoming part of a vertically integrated industry.
This was tried in SWG, but failed because the
subcomponents made by masters are better than those made by
non-masters.
¨
Substitute Goods
-
this solution has the lower quality good, manufactured by the
new crafter, be a close substitute for the high quality version
of the good. This will only work if the high quality version has
a higher marginal cost to manufacture than the lower quality
version. This requirement can be accomplished by requiring the
high quality version of the product use a high cost
sub-component.
¨
Burn
out the oppressors of the working class
–
This is a more drastic solution. In it the master crafters have
their assets destroyed or damaged some how, either by pvp
actions, natural disaster, or more programmatic solutions. Some
suggestions where -
o
Negative Faction (Don’t piss off the Wookies)-
the act of manufacturing causes the player character to gain
negative faction with an NPC group within the game. This group
would retaliate against the player in some manner, once the
negative faction is high enough. The example was making Wookie
rugs. This would give a player character high negative faction
with NPC Wookies, eventually ending with enraged Wookies burning
the factory down.
o
Random demand –
this
solution has
an active NPC market for goods. In this case is the NPC market
is the real driver of the over-all economy. Here the NPC market
changes its demand on a regular basic. The problem with this
solution is that it is inflationary. If the demand changes are
significant, this shake up could give players enough
opportunities to take advantage these changes and challenge the
dominance of the current leaders.
o
Natural Disasters
– floods, hurricanes, earthquakes, and civil unrest destroys or
changes the cost of doing business for the crafters. While
realistic, These types of loses can cause your crafters to quit
the game.
One
of the major problems facing a player run MMO business game is
market saturation. There are only so many consumers for pristine
cedar bows. Once all of those players have one, the market
vanishes. Each time a crafter makes a sell he destroys a
customer. If that customer can sell the good himself once he
outgrows it, then the crafter kills not just one, but a chain of
potential customers. These secondary markets for used goods can
destroy the market for newly manufactured goods. .
The
both the 2006 and 2005 participants proposed the following
solutions.
¨
Attunable items
– This solution has no real world analogy. What happens is that
the item can have only one user. It is attuned the user though
some in-game process and once attuned it can not be traded or
sold. While it does not totally solve the problem it does reduce
competition from secondary markets. This solution is being used
in EQI, WoW and some other games.
¨
Faster crafting advancement for non-production
– this solution attacks the problem from the other cost the
player faces when entering the market, the actual time it takes
to raise the skill levels of a starting crafter. The game gives
the crafter additional experience for not producing a final
product (farm subsidies anyone?). SWG does this.
¨
Obsolescent though Monty Hall
–In
an adventuring oriented game, as the game ages, the developers
keep adding bigger and bigger challenges for the players, and
consequently the rewards become bigger and bigger. This is
called the Monty Hall effect. In a business MMO the developers
would constantly add new manufacturing items that are superior
to the ones currently created.
¨
Decay
– All items decay. This insures that the market is never
saturated, because the items have to be replaced. Many players
dislike this method, but it is used with good effect in SWG
and other games. An alternative is to make lots of consumables
(food, drink, potions, ammunition, fireworks, etc), necessary
for success.
¨
Fashion/taste
– this method is used to good effect by
There and
Second Life. Here customer tastes make last weeks items
unfashionable and everyone has to replace their current set of
items with whatever is hot. Note that fashion and taste is one
means that crafters can compete with one another, as explained
in the Market Structure discussion.
¨
Limit
Industrial production
–
government intervention by assigning quotas, or limiting
production rights. Granting these rights can be done by direct
quota, lottery, or though an auction. One interesting idea was
to assign all players a quota and then let the players sell
their quotas to each other. Another idea was to all players own
a certain resource that only produced so much each turn and then
let them trade those resources.
The
the third session participants wanted to discuss macroeconomics,
particularly how to control hyperinflation.
We
first assumed that an MMO business game needed to have players
buying and selling with each other, as well as setting their own
prices for goods and services. Having all prices fixed by the
government (the developers), would not make for an interesting
business game.
To
set the ground work, money was defined:
¨
Money
- Money greases the wheels of exchange and thus makes the whole
economy more productive.
Most
participants understood that money is not a commodity in itself.
They also understood that the money supply needed to grow and
contract based on the game economy's need for liquidity.
Finally, they understood the strong relationship between growth
in the money supply and inflation. Only Hyper-inflation and
Depression were concerns. No one supported the idea of a fixed
money supply.
In
the 2006 session we used the Quantity Theory of Money to help
guide the session. 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 (how 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.
A
brief and simplistic explanation of how the government controls
the money supply through manipulation of banking reserve
requirements was then given. When the Fed decides that the money
supply is too large, reserve requirements are raised
(indirectly), reducing the money supply, effectively destroying
the excess cash. When the Fed wants the money supply to be
larger, they lower the reserve requirements creating more cash.
Cash
is created through player-to-game exchanges.
In an MMORPG this is done by doing quests, killing mobs, taking
their stuff and selling it to NPC vendors, or by direct payment
to the player for quest completion. It is not created by
player-to-player exchanges.
Cash
is destroyed when players pay the game for a service or good.
Examples are housing rents, purchases of items from an NPC,
fines for carrying contraband goods, etc. The MMO term for such
destruction of cash is a “drain”, so named because they drain
cash from the world.
The
issue is that most drains are fixed in magnitude, and cash
creation is in the hands of the players. Players, acting in
their own self interest, will create enough cash to allow them
to purchase goods and services from the NPCs and other players.
It is easy to see how this will result in an inflow of cash that
will overwhelm the fixed drains, resulting in an inflating, and
eventually a hyper-inflated MMO economy and a poor business
game.
The
example of Asheron Call’s hyper-inflation was discussed.
There were no drains removing cash from the economy. Eventually
the economy was flooded with cash and the in-game currency
abandoned by the players. The players then started to use
treasure chest keys as a substitute currency. The group noted
that the attributes of these keys fit the definition of a good
commodity currency.
The
key is to develop cash drains that vary with the general price
level in the game. As the economy heats up and inflation sets
in, money is destroyed at a faster rate. Some suggested systems
to accomplish this were:
¨
Transaction Tax
– the game takes some fixed percentage of any player-to-player
transaction. Fictionally this can be a broker fee, or a delivery
fee, or just a business tax. As the price level for goods
increase, more and more cash is destroyed. EQII and
WoW broker fees are an example of this. Note that fixed
charges for registering an item on a broker does not create a
variable drain (SWG) have fixed prices for putting goods
up on a broker). Some form of a transaction tax is the most
direct viable drain. It runs constantly and is very responsive
to the general price level and intensity of economic activity.
¨
Auctions
– A
very interesting idea, though not directly tied to economic
activity, it is tied to the general price levels in the game.
Some limited game resource is periodically auctioned to the
player community. As the money supply and price levels increase,
the players will bid more for these scarce resources. As the
money supply shrinks the price level falls and the players will
not bid as much. Some example activities (based primarily on
MMORPG game settings) include
o
Resource spawn leases –
The
location where raw resources are spawned are leased to the
player for a limited time (North Slope drilling rights anyone?).
Note that creating resources for the business game does not
create money in the economy, as long as the NPCs do not purchase
the raw materials.
o
GM
Special Events –
the players can rent GM’s to run special events for their guild
(hire Darth Vader for your guild party).
o
Urban
renewal – A set number of city blocks can be upgraded or
maintained each game cycle. The players/guild with the highest
bid will get their streets cleaned, and their “public services”
upgraded. The other areas are allowed to decay. Fictionally this
can be presented as bribing the Alderman to get the potholes
fixed, or some variation of that theme.
o
Protection Money
– only a limited number of insurance policies against “natural”
disasters are available. If you don’t get one, some of your
assets might suffer an accident (a shame if that tank caught
fire won’t it captain?).
While
dependant on the MMO game, it is easy to see how auctions could
work, and provide cash drains that vary based on the general
price level.
¨
State
Run Gambling –
the
game allows for player characters to gamble their cash (with
typical casino odds). The higher the general price level the
more likely a player will “spin the wheel”. Even more indirect
than the auction schemes, but a variable drain never-the-less.
¨
NPC
Prices raise and fall –
Some
participants thought an algorithm could be made so that the
prices that the game offered for player goods and services would
vary based on the price level. We did not get to discuss the
pros and cons of this in detail. It would require the developers
to make decisions on how much cash was “enough”. [A personal
note – I am philosophically not in favor of such direct
intervention into a game’s market place.]
(From
the 2005 sessions)
We
did discuss setting up banks, either by chartering player
characters to create banks, or setting up an NPC bank. Here the
government (developers) regulates reserve rates and enforce loan
contracts, like in real life. Thus they directly control the
size of the money supply in the same manner as the Fed.
While
many thought good game play could be achieved out of creating
player chartered banks, we did not find a good solution to the
fraud and embezzlement issues.
A
simple fraud example is that player A takes out a loan and then
gives the money to player B (overly tipping a Star War’s dancer,
to get the dancer’s attention was the specific example). Player
A then cancels their account and the loan is in default. Player
B can not be held accountable, and so the bank loses money.
One
solution, and one used on
There, was suggested. The loan is secured by collateral
that is held in escrow. The borrower has use of the asset, but
can not transfer it. If the loan is not repaid then the
collateral is used to pay off the loan.
If
player-run banks accept player deposits and make loans (a
requirement if we are to use bank reserves to control the money
supply) then the embezzlement problem has to be solved as well.
It is unlikely that a player can put up enough assets to cover
embezzlement of all of the funds in a bank. No good solution to
the embezzlement problem was given by the participants.
It is
possible for game run banks to loan money, accept deposits, and
pay interest. The fraud problem is still there, but the game
developers have direct control of the money supply by deciding
how much money they will loan out. How difficult it would be for
the developers to control the money supply in this way remains
to be seen.
We
can allow for player to player loans if a collateral scheme is
in place. All it really requires is for the developers to create
escrow systems to hold the collateral.
(From
the 2006 sessions)
As a game matures the price levels naturally raises. This puts
new characters at a significant disadvantage as the purchasing
power of their starting cash is significantly reduced. If the
game is designed where the player is dependant on player crafter
goods to succeed then this problem is a major issue. The typical
solution is to increase the starting cash, a inflationary
approach that just makes the problem worst. Some solutions to
this problem where given.
·
Have
NPC vendors provide basics
– in this version of welfare economics, the government provides
subsided goods that are “sufficient” for the poor to get by on.
In the case of an MMO this would be low quality substitutes,
that don’t compete with the crafter versions of the goods. This
means that the new characters will use NPC vendor goods until
they “graduate” to the player market. The problem with this
approach is that it either eliminates the market for low-level
crafted goods, because the NPC version are good enough, or the
NPC goods are so inferior that
·
Give
the New Character a valuable commodity –
giving the starting player some good that has immediate value in
the economy, means that the starting player can convert it to
cash, by selling in to elder players. The price of this object
will vary according to the general price level in the game, so
the starting player gets enough cash to participate in the
current economy.
The
problem with this approach is that it leads to churning
accounts/characters as players start new accounts, give the item
to their establish character and then cancel. One solution to
this problem is to have the new character provide a needed
ongoing service to the elder characters, a service that
diminishes as the character advances. This needs to be coupled
with the second solution of only have this community be
available once per account per server. Thus a player has to
create a second account (buying the box, and/or waiting for at
least one billing cycle), in-order to exploit the system.
·
Make
the elder character dependant on a common starting commodity-
this
is a variant of starting the new character with a single
commodity and is similar to providing a service. In this case
the drops from low level monsters or commodity rewards from low
level quests are valued by elder crafters. High level adventures
don’t get any advancement for farming these creatures, while the
lower level characters An example of this was using Spider Silk
from EQ. spider Silk only dropped from low level spiders,
but needed for high level crafting. Thus low level players, who
naturally were hunting spiders, provided spider silks at the
market rate, readily getting enough cash to purchase items for
themselves.
·
Change the starting cash based on the Price level –
this
is a programmatic approach to the problem. If we determine the
price level we can modify the starting cash for new players and
even up the cash drops from lower level mobs. This is a very
inflationary approach. The commodity solution is deflationary
since it adds a good (G) to the economy without increasing the
cash.
Conclusion
The
round table sessions were very successful. The participants got
engaged in analyzing MMO business games using economic
principles. Many solutions for design problems became obvious
once these principles where understood.
The
solutions for the specific design problems that the participants
where interested in were:
¨
The
risk of Hyper-Inflation can be managed via viable cash drains
directly or indirectly linked to the general price levels.
¨
We
can create a loan structure which will allow players to borrow
cash from each other.
¨
The
problem of starting characters not having enough cash to buy
necessarily items from a player driven market can be solved by
having the low level player harvest a good nor provide a service
necessary for high level crafters.
¨
Elder
crafter domination can be solved by insuring that the industrial
structure is not one of natural monopoly.
¨
Market saturation can be avoided by obsolescent
¨
Market structures that lead to Oligopolies make good business
games.
¨
Competitive business games should support tradition means of
marketing products.
Going
forward, using economic theory of public goods, welfare
economics, financial intuitions, etc. should provide solutions
to design issues that are not directly connected to a business
game.
The
new issues of the impact of duel currencies and “free to play –
charge for stuff” games can also be addressed in future
roundtables.
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