economic theory and mmogs agdc – september 7, 2006 sam lewis

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Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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Page 1: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Economic Theory and MMOGs

AGDC – September 7, 2006

Sam Lewis

Page 2: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 3: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Who Am I?

Sam Lewis

• Currently Lead Designer Cartoon Network

• Senior and Lead Designer SOE

• Designer and Producer Kesmai

• BA and MBA in Economics

Page 4: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

What is Economics?

The study of how the forces of supply and demand allocate scare resources in a society.

Price

Quality

Supply

Demand

Price

Quality

Supply

Demand 1

Demand 2

Page 5: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Why Use Economics?

• MMOGs are Social Games

• Analyze Current Phenomena

• Make Design Decisions

Page 6: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Price Movements

Thanks to Dan Speed – EVE Online

Page 7: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Natural Market Places

Thanks to Ahn Sang Hoon - Seal Online

Page 8: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Final Reason

“You can’t screw it up any worst than it already is.”

- Gordon Walton

Page 9: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

The Money Supply

Objectives

• Sufficient cash for the

economy

• Avoid monetary collapse

• New players aren’t “poor”

Page 10: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Monetary Collapse

Could be Considered Fun

Plan for Commodity Currency

• Divisible

• Uniform

• Storable

• Durable

• Compact (High Value/Weight)

Page 11: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

P= MV/Q

• P = price level

• M = cash in circulation

• Q = quantity of goods

• V= the velocity of money

Hyper-inflation

Depression

Healthy

Quantity Theory

Page 12: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Quantity Theory

P= MV/Q)• Healthy

– Holding cash maintains wealth.

• Hyper-inflation

– Holding cash loses wealth.

• Depression

– Holding cash increases wealth.

Hyper-inflation

Depression

Healthy

Page 13: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Quantity Theory

P= MV/Q• Control Price via Money Supply

• “Poor” Players via Market Prices

Hyper-inflation

Depression

Healthy

Page 14: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Faucets and Drains

Player-to-Game Exchanges

• Faucet – Player selling to the game

• Drain – Player buying from the game $

Faucet Player Control

DrainGame Control

Page 15: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

$

Faucet Player Control

DrainGame Control

Page 16: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Solutions

Tie the Drain to Price Level

• NPC Prices rise and fall

• Auction

• Transaction Tax$

Faucet Player Control

DrainGame Control

Page 17: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 18: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Transaction Tax

Money Supply

$0

$200

$400

$600

$800

$1,000

$1,200

$1,400

$1,600

Time Period

Money Supply

Adventurer Cash

Crafter Cash

Page 19: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

“Poor” Player Issue

Because Prices Increase-

• Value of starting cash declines

• Faucet stream “too” small

• Can’t buy good stuff

• Makes new players dissatisfied

Page 20: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Solutions

Non-inflationary Solutions –

• Have NPCs provide basics

• Make elder players dependant

on a starting commodity or

service

Page 21: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 22: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Market Structures

Perfect EconomyOligopolyMonopolyBarter

Structures Approach Perfection

Page 23: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Market Structures

• 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

Perfect Market Oligopolies

Page 24: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 25: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 26: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Substitute Goods

Differentiate Goods Based on -

• Effectiveness Tradeoffs

• Esthetics/Fashion

• Scarcity

Page 27: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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.

Page 28: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Imperfect Information

In conflict with few Sellers/Many Buyers

• Create Arbitrage Opportunities– WoW market tracking software

• Future Economic Events– There players working payroll cycle

Page 29: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Transaction Cost

Player’s 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

Page 30: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 31: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Industrial Organization

Study of Industrial Structures

•Market Structure

•Manufacturing Chain

•Competitive PracticesConsumables

Equipment

CrafterAdventurer

Key components

Resources

Crafter

Crafter

Page 32: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Industrial Organization

Consumables

Equipment

CrafterAdventurer

Key components

Resources

Crafter

Crafter

Typical MMOG Relationship

•Adventurers Sells Raw Materials

•Others Supply Sub-components

•Crafter creates Final Product

•Sells Adventurers Items

Page 33: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Industrial Structure

Design Issues

• Manufacturing Chain

• Over Production

• Elder Dominance

Consumables

Equipment

CrafterAdventurer

Key components

Resources

Crafter

Crafter

Page 34: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Chain Solutions

• No Independent Crafters– Make sub-components– Make final products

• Competition on 4 Ps– Price– Product– Place– Promotion– (Predation)

Consumables

Equipment

CrafterAdventurer

Key components

Resources

Crafter

Crafter

Page 35: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Over Production

Caused by Oligopsony Structure

• Advancement Independent of Manufacturing

• Destroy Overproducing Factories

• Make Items Consumable

Page 36: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Elder Dominance

Caused By Natural Monopoly Structure

• High Fixed Costs

• First In Advantage

• Constantly Declining Marginal Costs

Page 37: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Declining Marginal Cost

• Cost to Produce Always Cheaper

• First–In Always Under-Cut

$

Quantity

Marginal Cost Curve

Page 38: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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

Page 39: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

Conclusion

• Simple Economic Theory Provides Insights to Design Decisions

Page 40: Economic Theory and MMOGs AGDC – September 7, 2006 Sam Lewis

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