Of the many things that developers have to balance in MMOs, the economy is perhaps the least understood. Where damage over time and powers can be easily tweaked to bring them in line with the rest of the game, virtual economies can bounce around more than a hyperactive kid with a super ball. Even if you think you can find a "fix" or a "tweak" to bring your virtual economy to where you think it should be, the economy can throw you a curve ball and react completely differently.
Over at the Warcry Network, Jonathan "Ithelsa" Steinhauer has pitched the concept of going back to a barter economy, similar to the one that Asheron's Call accidentally stumbled upon. Instead of relying on money sinks and economic controls, the barter economy places the value onto items and craftable materials -- thus providing wealth that can easily increase or decrease over time and naturally sink out of the system as they are incorporated into other items.
The full article is worth a read, especially if you're interested in the tricky issue of virtual economies, or just general game design of virtual worlds.
Reader Comments (7)
Posted: Jan 27th 2009 7:45PM (Unverified) said
Love the picture, the economy is great when you can kill people and take what they're selling.
Posted: Jan 27th 2009 8:35PM karnisov said
players will just use some item as a defacto currency. why? because currency simplifies things.
Posted: Jan 27th 2009 10:58PM (Unverified) said
I remember the days of standing around and trying to trade stuff in AC.
The standard was the "SIC" or 'Sturdy Iron Key" and a crystal that I forgot the name of, back in the very early days of the game. The players mostly congregated at a particular town (I forgot the name) and everyone just spammed away like mad. If you wanted something you had to sort through it all and send the guy a tell...
Until the trade bots came....
Interesting times...
Dunno if I would want to go back to that, the problem with "bartering" is that you can't have any sort of central automated market because there is no standardized currency or values.
You end up asking to trade the uber helmet for 2 keys, a crystal and goose...it gets sorta weird and unwieldy...and very time consuming as it was all manual...or players will come up with bots to do it for them...
The standard was the "SIC" or 'Sturdy Iron Key" and a crystal that I forgot the name of, back in the very early days of the game. The players mostly congregated at a particular town (I forgot the name) and everyone just spammed away like mad. If you wanted something you had to sort through it all and send the guy a tell...
Until the trade bots came....
Interesting times...
Dunno if I would want to go back to that, the problem with "bartering" is that you can't have any sort of central automated market because there is no standardized currency or values.
You end up asking to trade the uber helmet for 2 keys, a crystal and goose...it gets sorta weird and unwieldy...and very time consuming as it was all manual...or players will come up with bots to do it for them...
Posted: Jan 28th 2009 1:20AM Graill440 said
Devs are typicaly lazy and do not want to give customers what they want, they follow productions schedules and what they want, nothing more.
Devs have no clue when it comes to making hard choices for the good of the game or doing something that would truly make customers say, "now that took some effort".
Instead they follow what they want and not what we want, or worse yet, what they think we need. The first thing that is noticed is the economy or lack of one and is the first thing to fail in an MMO.
Devs are afraid to CAP economies to prevent them from running on greed which simply adds to a games exploitation. Economies with infinite resources and no item controls result in items being priced out of range of the average player and gives gold farmers everything they need to function.
Imagine Vivendi getting rid of all the gold farmers in WOW (easily done, dont let them tell you differently) they would lose millions of paying subs.
An economy that is ran by degradeable resources and degrading weapons and armor, and items (to the point of any type of repair) is a highly achievable and coveted thing and has only been done by two MMO's that i know of, neither of which had any rampant inflation. In some cases resources were even seasonal in these MMO's. Having caps on an economy is needed, or greed will take over, the old standard "what the market will bear" is as big a joke as the folks that still use the phrase, and we see what the market will bear does in real life to greedy pos's.
A games survivability is based on a few things, is it simple? Is it colorful? Does it cater to the closet everybodies? Two games come to mind (grin), both show the poorest examples of economies in MMO's but both are doing well, go figure. We can only hope the folks playing these games do not migrate to better MMO's when they finally do come down the pipeline.
Devs have no clue when it comes to making hard choices for the good of the game or doing something that would truly make customers say, "now that took some effort".
Instead they follow what they want and not what we want, or worse yet, what they think we need. The first thing that is noticed is the economy or lack of one and is the first thing to fail in an MMO.
Devs are afraid to CAP economies to prevent them from running on greed which simply adds to a games exploitation. Economies with infinite resources and no item controls result in items being priced out of range of the average player and gives gold farmers everything they need to function.
Imagine Vivendi getting rid of all the gold farmers in WOW (easily done, dont let them tell you differently) they would lose millions of paying subs.
An economy that is ran by degradeable resources and degrading weapons and armor, and items (to the point of any type of repair) is a highly achievable and coveted thing and has only been done by two MMO's that i know of, neither of which had any rampant inflation. In some cases resources were even seasonal in these MMO's. Having caps on an economy is needed, or greed will take over, the old standard "what the market will bear" is as big a joke as the folks that still use the phrase, and we see what the market will bear does in real life to greedy pos's.
A games survivability is based on a few things, is it simple? Is it colorful? Does it cater to the closet everybodies? Two games come to mind (grin), both show the poorest examples of economies in MMO's but both are doing well, go figure. We can only hope the folks playing these games do not migrate to better MMO's when they finally do come down the pipeline.
Posted: Jan 28th 2009 9:32PM (Unverified) said
"Imagine Vivendi getting rid of all the gold farmers in WOW (easily done, dont let them tell you differently) they would lose millions of paying subs."
Assertion without evidence is meaningless.
Reply
Assertion without evidence is meaningless.
Posted: Jan 28th 2009 9:01AM (Unverified) said
Oh, cool. I didn't even think of implementing bartering into my Immersion Project! :)
Cool idea! One of the rules I have is to make my character have some kind of job...a trader, crafter, skinner...whatever. This is a nice idea.
Beau
Cool idea! One of the rules I have is to make my character have some kind of job...a trader, crafter, skinner...whatever. This is a nice idea.
Beau
Posted: Jan 28th 2009 1:06PM (Unverified) said
Cool beau,
You still doing that in Vanguard or did you return to Ryzom now that its up and running again?
Reply
You still doing that in Vanguard or did you return to Ryzom now that its up and running again?







