Online Game Economies PowerPoint PPT Presentation

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Title: Online Game Economies


1
Online Game Economies
  • the rat killer entrepreneurs

2
Real Virtual World Differences
  • Have routine, fixed-income jobs
  • Uneven job opportunities from circumstance
  • The poor fill a needed gap (janitor, etc.)
  • Based on needs
  • Inflation has harsher penalties
  • Finite resources to be acquired and used
  • Not meant to be fun
  • Forced to be entrepreneurs
  • Everyone starts out as equals
  • The poor are not needed / weeded out
  • Based on wants
  • Inflation is more tolerable without a fixed
    income
  • Potentially infinite resources
  • Has to exclude real world aspects for sake of
    gameplay and fun

3
Virtual Economic Cycle Closed Economy
Flow of Items
4
Closed Economy Problems
  • Item Hoarding Players accumulate and store
    items in their inventories
  • Hoarding prevents items from distributing and
    eventually decaying back into resources
  • Finite resources in closed-loop economy dries up
    and no more items can be produced by players
  • Lack of items stagnates not only game economy,
    but the game world that depends on items (quests,
    spawning monsters, etc.)
  • Dull world results in upset players who may leave
    the game
  • To combat this, the nature of the economy has to
    change

5
Flowing Economy
Overly Complex Chart
6
Crafting
  • The process of equipment
  • and other goods manufactured
  • by the player base
  • Complements the adventuring
  • and combat aspects of the
  • game gives players something
  • else to do in the world besides
  • whack rats, orcs and rat-orcs
  • Gives players the option of making useful items
    rather than having to venture out into dangerous
    areas for it
  • With a robust crafting system, the lifespan of
    the game greatly increases because of the rise in
    player-exchange and the players desire to obtain
    valuable items

Player character making some crap
7
Crafting Contd.
  • Many games use the skill through
  • repetition method of crafting, wherein
  • ones skill rises as you make more items
  • in a particular craft
  • Cheap junk items are often
  • mass-produced when skilling up a craft,
  • often saturating a certain market if the
  • player isnt careful
  • Usually, players will just sell said items to
  • an NPC, which in turn creates new money in
    the economy
  • Many crafters in a given game sell to NPCs while
    trying to improve
  • their skills, creating enormous sums of
    money, raising overall wealth of game
  • Not necessarily a bad thing, as normal items
    keep up with the high
  • priced, sought-after pieces usually

Only 7,681 more Dragon Masks to go /sigh
/killself
8
Inflation and Exploits
  • Inflation money enters the economy too quickly
    and destabilizes the market(s)
  • Usually, the constant influx of money/item
    faucets and drains keeps prices stable
  • A bug or exploit is often the cause of inflation
  • Dishonest players will use these to create large
    sums of money for themselves
  • Economy becomes saturated by the flood of new
    money, driving up the price of wanted items
  • Normal crafted items do not rise in price as
    greatly, creating market imbalance
  • After the bug/exploit fix, the market will take a
    long time to stabilize again

9
Real Money Trade
  • EVIL
  • RMT often work together for a
  • company to sell ingame currency
  • for real world currency
  • Represent a small portion of
  • the player base that is responsible
  • for a great deal of inflation
  • Resort to hacking and exploits
  • to obtain large sums of money
  • Also operate by farming nonstop, camping /
  • monopolizing monsters that drop valuable
    items
  • Market for buying ingame currency is depressingly
    large

Typical gold farmer
10
Deflation and the Winter of MMOs
  • The eventuality of an economy with items that do
    not wear and decay back to nothing
  • While the player base remains relatively
    constant, the number of resources from the
    infinite faucet continues to increase
  • Demand drops as time goes on and players obtain
    the gear they want, but the supply remains steady
  • Resources / goods come from farmers trying to
    profit, or endgame guilds repeatedly killing
    god monsters for valuable equipment who also
    happen to drop crafting materials
  • RMT bannings also take a large amount of money
    out of the economy because they have bank mules
    that they store their gold on for customers

11
Conclusion
  • The market will bounce back, either through
    developer intervention or enough time for the
    economy to settle
  • Consistent updates with new goods and quests are
    necessary both to fix parts of the economy and to
    prevent stagnation of the game world
  • Real and virtual world economy are similar, but
    the differences in world natures makes it
    inaccurate to call game worlds simulations of
    real economies
  • Online worlds only truly die from massive
    disinterest
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