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Title: The%20In-game%20Economics%20of%20Ultima%20Online


1
The In-game Economics of Ultima Online
  • Description and Analysis
  • Zachary Booth Simpson
  • www.mine-control.com/zack
  • CGDC 2000

2
Who 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

3
Acknowledgments
  • 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)

4
What 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

5
What 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! )

6
What 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

7
Right 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.

8
What 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...

9
Bad 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.

10
Bad 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

11
Bad 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

12
Semantic 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.

13
What virtual goods? A sample
14
Where 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

15
Weaving Skill Rebus
Courtesy of uo.stratics.com
16
Problem IOver-Production
  • The Failure of theImprove-through-doing System

17
Practice Makes Perfect
  • Player skills improve through use
  • Unused skills degrade
  • Hard to become a jack-of-all-trades

18
Incentives 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!

19
The 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

20
Oversupply so what?
  • Unlike the real-world, more stuff is very bad
  • Servers slow down
  • Backups get bigger and therefore less frequent
  • Black-holes

21
Econ 101 Shifted Supply Curves
  • Non-market incentives push the supply curve
    right.
  • Demand curve hasnt changed so the price drops.

22
Problem IIBroke Shopkeepers
  • The Failure of the NPC Shopkeepers

23
The 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

24
To 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

25
But, 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!

26
OK, 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.

27
Black 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

28
Econ 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

29
Problem IIIInflationary Gold,Depleted Resources
  • The Failure of the Closed Economy.A Study of
    Macroeconomics.

30
UO Resource Flow
  • All items are made of resources
  • metal,fur, meat, gold, magic, etc.
  • Resources flow from item to item and are conserved

31
Original 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
33
Hoarding 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

34
Whats 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...

35
No 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!

36
Econ 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.

37
Econ 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)

38
Let 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
40
So Now Its Inflationary
  • The servers are filling up
  • The backups are getting bigger
  • Prices are rising
  • But at least theres dragons to kill!

41
Problem IVCounterfeiting
42
Counterfeiting
  • 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

43
Effects 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.

44
Effects 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!

45
Lessons Learned
  • A Massively Abbreviated Summary

46
Lessons 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.

47
Lessons 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

48
Lessons 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

49
Lessons 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

50
Thanks for coming!
  • Article reprinted in proceedings(with unreadable
    graphs)
  • Original on www.mine-control.com/zack
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