Title: The%20In-game%20Economics%20of%20Ultima%20Online
1The In-game Economics of Ultima Online
- Description and Analysis
- Zachary Booth Simpson
- www.mine-control.com/zack
- CGDC 2000
2Who am I?
- Previously Director of Technology at Origin,
Titanic Entertainment - I was not a UO team member
- I am not an economist
- Consultant for Origin in 1998-1999, studied UO
economics
3Acknowledgments
- Members of the UO team, especially
- Raph Koster
- Rich Vogel
- Starr Long
- Damion Schubert
- Economic consultants
- Andrew Stivers (U. Texas)
- Timothy ONeill Dang (U. Arizona)
- cregtog8_at_barriodevo.org
- Prof. James Galbraith (U. Texas)
4What is this talk?
- Brief description of the economy
- An analysis of how the economy evolved
- Harp on things that went wrong
- Not enough time to get into solutions, sorry!
- An occasional interlude for Economics 101
5What this talk is NOT
- Not a how-much-is-it-going-to-cost-me-to-build-my
-UO-clone talk - Not a debate over how fun UO is
- Although that is ultimately more important
- Not about UO characters sold on eBay
- No matter how much Mary Margaret begs! )
6What is economics?
- Not the study of money not finance.
- A set of tools developed to analyze how people
behave when allowed to trade. - people behave however that damn well please no
matter what the math says. - Tools are not bricks
7Right tool?
- Be careful people dont necessarily behave the
same in a game, some tools may not apply. - I highly encourage you read up!
- Politicized topic bias bad science
- I like the economists who still treat the subject
as psychology and not as calculus. - J.K.Galbraith and P.Krugman are both very
readable.
8What is an economy?
- Any system that involves people exchanging goods
and services - Does not imply currency or prices
- Ideal economy is meeting everyones needs
- Even the ones they didnt know they had.
- Ergo hard to say if an economic state is good.
- Maybe its easier to say if it is bad...
9Bad Economy Symptoms Part I
- Minimal person-to-person interaction
dependence, especially between advanced player
and newbies. - Advanced player give newbies high-powered items
because they have more than they need. - Advanced players discard items that a newbie
would love because it isnt worth their time to
find someone to give it to.
10Bad Economy Symptoms Part II
- Supply is unpredictable
- Players hoard items, reducing availability
- They litter the world with unwanted junk
- They lose interest in the game because theres
nothing left to acquire. - Prices fluctuate wildly or become inflationary
- Demand is unpredictable
- Players cant find buyers for the items theyve
been encouraged to produce - Player manufacturers create unwanted junk
11Bad Economy Symptoms Part III
- Tragedy of the commons rules the public spaces
- The principle that something that is a lot good
for me and a little bit bad for everyone else
will inevitably be exploited until it is all bad
for everyone. - Classic example grazing sheep in the town commons
12Semantic Nit-picking
- A virtual economy is the simulation of an
economy. - UO is not a virtual economy it is a real economy
involving the exchange of virtual goods and
services.
13What virtual goods? A sample
14Where do baby items come from?
- Loot on creatures
- Raw materials from mines
- Extracted from automatically generated resources
such as ore, wood, or wool from sheep - Player manufacturing
- Applying skills with tools and raw materials
generates finished goods such as weapons and
armor - Non-player manufacturing
- Shopkeepers produce many items that do not have
player-production paths e.g. reagents
15Weaving Skill Rebus
Courtesy of uo.stratics.com
16Problem IOver-Production
- The Failure of theImprove-through-doing System
17Practice Makes Perfect
- Player skills improve through use
- Unused skills degrade
- Hard to become a jack-of-all-trades
18Incentives To Produce
- Market demand
- Hey Mr. Tailor, can you make me a shirt?
- Making now improves quality and price later
- Cant talk, making shirts!
- The sheer fun of it
- I built a fort out of fur boots!
- Cheating with macros
- When I wake up tomorrow, my character will be a
rocket-scientist!
19The Result Oversupply
- UOs practice makes perfect rules create
incentives to over-produce certain goods. - The market in basic items is saturated and thus
prices are extraordinarily low. - Producers get upset at the low price but keep
manufacturing anyway. - Like Texas Oil Producers and DRAM chip fabs
- Tragedy of the commons
20Oversupply so what?
- Unlike the real-world, more stuff is very bad
- Servers slow down
- Backups get bigger and therefore less frequent
- Black-holes
21Econ 101 Shifted Supply Curves
- Non-market incentives push the supply curve
right. - Demand curve hasnt changed so the price drops.
22Problem IIBroke Shopkeepers
- The Failure of the NPC Shopkeepers
23The Shopkeeper Failure
- Shopkeepers intended to supply the
un-manufacturable as well as solve transience - AI was a complicated analysis of market forces
- Important NPCs are part of a virtual economy
that is attached to the real economy. - Its really weird
24To subsidize or not?
- NPC shopkeepers subsidize production to encourage
character development - Like Dad at a lemonade stand
- Shopkeeper cash-flow AI reasonably refused to buy
junk already in over-supply - Players report this as a bug -- expect a free
ride - Used to single player games
- Not everyone wants to be an entrepreneur
25But, before we punt NPCs...
- The shopkeepers have no cash, therefore give them
something to sell that players want - Extra advantage of removing gold from
hyper-inflated economy due to counterfeiting - Difficult to invent lots of new things
- New improved BLUE armor, a lot like silver
armor, but its blue! - Players upset by unfair competition
- Hey, how come the NPCs get to sell blue armor
but I dont? This sucks!
26OK, punt.
- Designers gave-in, eliminated shopkeeper
profit-motive AI - Shopkeepers now subsidize up to X units of junk
per hour. - Inflating the gold supply, but at least newbie
characters are developing.
27Black Markets
- Reagents most valuable commodity distributed
exclusively by NPC shopkeepers - Speculators with bots and Mafia cornered the
market in reagents and inflated the price - Amused a minority, outraged the majority
- Eventually fixed itself as everyone got into it
- No barrier to entry
28Econ 101. Soviet Retail
- Soviet Union had non-market incentives to produce
- Soviet stores filled with useless items that no
one wanted - Shortages and huge lines formed for the what
people did want because trading was inefficient /
illegal - Subsidies and rationing common
- Black markets
29Problem IIIInflationary Gold,Depleted Resources
- The Failure of the Closed Economy.A Study of
Macroeconomics.
30UO Resource Flow
- All items are made of resources
- metal,fur, meat, gold, magic, etc.
- Resources flow from item to item and are conserved
31Original UO Resource Flow
- Each world initialized with X meat, Y fur, Z
gold, etc. in a bank - Resources flow into world items from bank
- Items decay, break, sold, etc. flowing out of
world back into bank - Resources are conserved and thus no inflation!
32 Original Flow
33Hoarding Is Rampant
- People hoard items like pack-rats
- Someday Ill need this
- Decoration
- Laziness
- Speculation
- Mementos
- Status symbols
- Achievement
- Tragedy of commons making server run slow
- Players dont even realize it
34Whats wrong with this picture?
- Drains all suck
- Botched manufacturing is insignificant
- Players hate decay especially when not online
- Players hate excessive degradation
- Selling to NPCs is great, but it involves
printing gold! - All resources eventually end up in inventory and
thus...
35No dragons to kill!
- In closed economy no outputs no inputs. I.e.
no dragons to kill! - Again changing the rules midstream (taking
things away) is politically unacceptable. - Give us orcs to kill or were going to riot!
36Econ 101. Liquidity
- Two equally important factors in price
determination Quantity and Liquidity - Liquidity is the measure of how willing people
are to trade in something. - Even if theres a lot of something, it doesnt
mean it will be cheap. - If no one will give up their Pokemon cards, they
will still be expensive even if theres millions
of them.
37Econ 101. Liquidity of Currency
- Liquidity of currency matters too
- Currency is just another kind of commodity
- Inflation
- If it is created in excess, it becomes worthless
and inflation sets in, i.e. prices rise. - Deflation
- When people hoard currency as savings, they make
it more scarce and prices or production will fall - (Baby-sitter co-op analogy)
38Let it rain!
- The concept of closed economy was unsustainable
without new drains - Lots of drains proposed, none were politically
acceptable/effective in the short term - Taxes, Real-estate Maintenance Fees, Natural
Disasters, Lotteries, Consumables, Indulgences,
Recycle bins, Capital depreciation - To hell with it disconnect the drain and pour in
the resources - abandon the closed-economy reduce player bitching
39 New Flow
40So Now Its Inflationary
- The servers are filling up
- The backups are getting bigger
- Prices are rising
- But at least theres dragons to kill!
41Problem IVCounterfeiting
42Counterfeiting
- Hackers Law
- Developers are out-manned by hackers hackers
have more time and great communication - Therefore, exploits will always be found faster
than fixes can be made. - An obscure server fault allowed cloning of gold
and reagents. - Fixed after a few days
- Wrecked the experiment
43Effects of Counterfeiting
- People didnt stop playing
- Maybe the economy isnt so important after all
- Anything players wanted from NPCs, they could
have. - They didnt really want anything, except reagents
which were also counterfeited.
44Effects of Counterfeiting (cont.)
- The worlds where there was early counterfeiting
have a higher standard of living - Players dont seem to care, they want challenges
and relative wealth - Not like the real world at all!
- People dont move to Mexico because the US is too
rich!
45Lessons Learned
- A Massively Abbreviated Summary
46Lessons Learned Part I
- Hoarding is rampant.
- Failure of closed economy.
- The economy must maintain liquidity tying input
flow rate to the output flow was a bad idea
because hoarding froze the input making the game
uninteresting. - Failure of closed economy.
47Lessons Learned Part II
- Over emphasis on the macro-economy and under
emphasis on the micro-economy made setting prices
on NPC goods difficult and inefficient - Failure of NPC Shopkeeper economy
- Institutions and opportunities for
player-to-player trade need to be thought out and
provided but not overly designed - Failure of the NPC Shopkeeper economy
48Lessons Learned Part III
- Some design elements had unintended economic
consequences. Economic motivations and
incentives need to be considered on all design
elements - E.g. vendors used as storage containers
- Incentives to overproduce resulted in oversupply
and devalued prices - Side-effect of improve-by-doing system
49Lessons Learned Part IV
- Players expect to make a profit for their labor
if it is encouraged through game mechanics. - Side effect of the improve-by-doing system
- The economy is not the game
- Counterfeiting
50Thanks for coming!
- Article reprinted in proceedings(with unreadable
graphs) - Original on www.mine-control.com/zack