Money Makes the (Virtual)
World Go Round
By Shayalyn
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You log in to your MMOG of choice
and you head to your favorite trading locale, perhaps a pawnbroker or
bazaar where players trade items for in-game currency. Youre looking
for the Lightforged Bastard Sword of Leetness; the item youve been
saving your hard earned kaching to buy. Youve seen it for sale time
and again at a price that was just out of your reach, but finally you
have the cash--the item is as good as yours!
There you are, browsing the wares of your fellow players. You find the
coveted sword easily enough, but these players must be smoking
something! Theyve priced the sword well out of your range, and you
simply cant afford it. You figure its just an off night, and vow to
check again at another time, but each successive trip to the games
player-to-player trading arena yields the same results--that sword
youve worked long and hard for is no longer affordable. What happened?
MUDflation, thats what. MUDflation is a morphing of the acronym MUD
(for multi-user dungeon, the text-based games that preceded MMOGs) and
inflation. The fact that the gaming world has found a term to apply
specifically to in-game economies that are in a state of disarray
speaks volumes; MMOG economies are notoriously unstable.
How do carefully designed MMOG economies go to hell in a hand basket?
Its really pretty simple--too much money floods the games market
without actually leaving the game, creating a rich get richer/poor get
poorer dichotomy. When a game launches, its economy is generally
stable, but as players progress and new players join the game, more and
more money enters the economy as coin loot is dropped and item loot is
traded. Eventually, the games monetary unit (usually platinum or gold)
decreases in value, causing item prices to rise. When that happens, new
or young players find it more and more difficult to afford the low-
to mid-level items they require to advance (like that Lightforged
Bastard Sword of Leetness), while higher level players grow fat from
the profits on the elite items theyre both high enough level to
attain, and able to sell for much more than what they should be worth.
Another contributor to MUDflation is the secondary market. Youve all
seen the advertisements: Buy <Insert Name of Your Favorite MMOG
Here> Gold! (You wont see any such ads on Ten Ton Hammers network
sites, by the way.
href="http://www.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=104">Heres
the scoop on our official stance.) Secondary market sellers such as
IGE and MySuperSales make a killing trading real world cash for virtual
currency. The currency is usually collected by farmers; player
characters who exploit the game mechanic and/or use macros to run
bots that collect vast amounts of cash (or loot to trade for cash) in
short amounts of time.
These are some of the problems plaguing game economies, but what are
the potential solutions? Its certain Turbine is giving this question
plenty of consideration as they develop Lord of the Rings Online:
Shadows of Angmar (LOTRO). While one could argue that there is no such
thing as a perfect economy, in-game or in the real world, what will it
take to at least create a stable economic environment?
The solution most MMOG developers try (with varying degrees of success)
is the money sink, a way to permanently remove money from the virtual
economy in order to help game currency hold its value. Games with
player housing often require rent or upkeep fees. Sometimes guilds are
required to pay maintenance, as well. Some games include elite
items--prestige goodies that have no intrinsic value other than to say
I have arrived!--which are sold by NPC vendors as a means to
permanently remove money from both the game and some of its richest
players. Other games require equipment repairs as a money sink,
and the more valuable the equipment, the more costly the repair.
(Turbines recently launched Dungeons & Dragons Online is one such
game.) Ive seen the idea of scalable taxes bantered about on forums
(the more you have, the more you pay), although I dont know of a game
that makes its players pay taxes...yet. I mean, cmon! We play games to
escape real world bummers like taxes, right?
Another way games have traditionally tried to stabilize their economies
is the no-drop item; goods which bind to a player and cannot be sold
or traded. No-drops are often parts of larger quests that result in an
elite no-drop item. (EverQuests epic weapons would be an example of
this system at work.)
What will happen with LOTRO? Thats anybodys guess. Its difficult to
speculate because so little is known about the game in its pre-beta
stages. A look at the
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=126">strategies
applied by Turbine for DDO might give us some clues as to how
things will play out in LOTRO. However, its wise to remember that
these are different games, with different goals and development teams.
Whatever happens, its almost certain that the economy of Middle-earth
will not be perfect. After all, what economy, real-world or otherwise,
is?
your thoughts on the economy of Middle-earth in our forums!
To read the latest guides, news, and features you can visit our Lord of the Rings Online Game Page.