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Economic Theory and MMOGs

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Title: Economic Theory and MMOGs


1
Economic Theory and MMOGs
  • AGDC September 7, 2006
  • Sam Lewis

2
What is this about?
  • Summary of 2 GDC Roundtables
  • Monetary Policy managing the money supply
  • Market Structure creating a trading structure
  • Industrial Organization creating
    crafting/business relationships

3
Who Am I?
  • Sam Lewis
  • Currently Lead Designer Cartoon Network
  • Senior and Lead Designer SOE
  • Designer and Producer Kesmai
  • BA and MBA in Economics

4
What is Economics?
  • The study of how the forces of supply and
    demand allocate scare resources in a society.

5
Why Use Economics?
  • MMOGs are Social Games
  • Analyze Current Phenomena
  • Make Design Decisions

6
Price Movements
  • Thanks to Dan Speed EVE Online

7
Natural Market Places
Thanks to Ahn Sang Hoon - Seal Online
8
Final Reason
  • You cant screw it up any worst than it already
    is.
  • - Gordon Walton

9
The Money Supply
  • Objectives
  • Sufficient cash for the economy
  • Avoid monetary collapse
  • New players arent poor

10
Monetary Collapse
  • Could be Considered Fun
  • Plan for Commodity Currency
  • Divisible
  • Uniform
  • Storable
  • Durable
  • Compact (High Value/Weight)

11
Quantity Theory
  • P MV/Q
  • P price level
  • M cash in circulation
  • Q quantity of goods
  • V the velocity of money

12
Quantity Theory
  • DP D(MV/Q)
  • Healthy
  • Holding cash maintains wealth.
  • Hyper-inflation
  • Holding cash loses wealth.
  • Depression
  • Holding cash increases wealth.

13
Quantity Theory
  • P MV/Q
  • Control Price via Money Supply
  • Poor Players via Market Prices

14
Faucets and Drains
  • Player-to-Game Exchanges
  • Faucet Player selling to the game
  • Drain Player buying from the game

15
Faucets and Drains
  • Players control cash creation
  • If they need more cash they open up the faucets
  • Drains are fixed
  • They stay the same size regardless of the Price
    Level
  • It will become Hyper-inflated
  • Its just a matter of when

16
Solutions
  • Tie the Drain to Price Level
  • NPC Prices rise and fall
  • Auction
  • Transaction Tax

17
Transaction Tax Example
  • Two Player Economy
  • Adventurer needs bullets to kill mobs to get cash
  • Crafter makes bullets
  • Crafter sets price based on demand
  • Crafter pays both a fix offer charge and
    percentage sales commission

18
Transaction Tax
19
Poor Player Issue
  • Because Prices Increase-
  • Value of starting cash declines
  • Faucet stream too small
  • Cant buy good stuff
  • Makes new players dissatisfied

20
Solutions
  • Non-inflationary Solutions
  • Have NPCs provide basics
  • Make elder players dependant on a starting
    commodity or service

21
Market Structure
  • What Market Structure should be used?
  • Real World Economy Objective
  • Pareto-optimality resources optimally allocated
  • Perfect Market
  • Game World Economy Objective
  • Fun players are engaged and can win
  • Oligopoly

22
Market Structures
23
Market Structures
Oligopolies
Perfect Market
  • Numerous Buyers/Sellers
  • Homogeneity of Product
  • Freedom of Entry and Exit
  • Perfect Information
  • No/Low Transaction costs
  • Secure Transactions
  • Infinity Divisible Goods
  • Few Sellers, Many Buyers
  • Substitute goods
  • Barriers to Entry and Exit
  • Imperfect Information
  • Transaction costs
  • Secure Transactions
  • Infinity Divisible Goods

24
Few Sellers
  • Fragment the Sellers by Location
  • EQ one Auction House
  • EQII two Auction Houses
  • WoW three Auction Houses
  • SWG one planetary commodity/many player vendors
  • Fragment the Sellers by Time
  • EQ must be logged in
  • WoW offers for limited time period

25
Many Buyers
  • NPC Vendor of Last Resort
  • Consolidate the Buyers by Location
  • SWG commodity auction info was server wide, but
    you had to go and pick it up
  • EQII buyers view other auction info and purchase
    for a higher price
  • Consolidate the Buyers by Time
  • Posting offers to buy

26
Substitute Goods
  • Differentiate Goods Based on -
  • Effectiveness Tradeoffs
  • Esthetics/Fashion
  • Scarcity

27
Barriers to Entry
  • High Fixed Costs
  • SWG shop investment (house, tools, location)
  • EQ and EQII significant time investment
  • Specialization
  • WoW one resource and one manufacturing skill,
    but need 3 or 4 to make an item.
  • SWG (old) max two crafting skills, but need 3 or
    4 to make an item.

28
Imperfect Information
  • In conflict with few Sellers/Many Buyers
  • Create Arbitrage Opportunities
  • WoW market tracking software
  • Future Economic Events
  • There players working payroll cycle

29
Transaction Cost
  • Players Currency is Their Time
  • Make it Expensive to Change Vendors
  • SWG - have to pick up
  • WoW time to get to the other locations
  • Makes location based competition valid

30
Security and Division
  • Allowing players to cheat on a deal causes more
    customer service problems than it is worth
  • Making goods indivisible means getting rid of
    cash
  • Play with these at the risk of destroying the
    business game

31
Industrial Organization
  • Study of Industrial Structures
  • Market Structure
  • Manufacturing Chain
  • Competitive Practices

32
Industrial Organization
  • Typical MMOG Relationship
  • Adventurers Sells Raw Materials
  • Others Supply Sub-components
  • Crafter creates Final Product
  • Sells Adventurers Items

33
Industrial Structure
  • Design Issues
  • Manufacturing Chain
  • Over Production
  • Elder Dominance

34
Chain Solutions
  • No Independent Crafters
  • Make sub-components
  • Make final products
  • Competition on 4 Ps
  • Price
  • Product
  • Place
  • Promotion
  • (Predation)

35
Over Production
  • Caused by Oligopsony Structure
  • Advancement Independent of Manufacturing
  • Destroy Overproducing Factories
  • Make Items Consumable

36
Elder Dominance
  • Caused By Natural Monopoly Structure
  • High Fixed Costs
  • First In Advantage
  • Constantly Declining Marginal Costs

37
Declining Marginal Cost
  • Cost to Produce Always Cheaper
  • FirstIn Always Under-Cut

38
Overproduction Solutions
  • Cap Quality
  • Elders make the same quality item
  • Cap Cost
  • Elders cost the same, including wastage
  • Use Comparative Advantage
  • Elders move on to supply their market

39
Conclusion
  • Simple Economic Theory Provides Insights to
    Design Decisions

40
References
  • Terra Nova
  • http//terranova.blogs.com
  • Flying Scythe Monkey
  • http//www.flyingscythemonkey.com/
  • Eve Developer Blog (Dan Speed)
  • https//myeve.eve-online.com/
  • Synthetic Worlds
  • Edward Castronova
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