Article discussing importance or not for MMORPG economy

Discussion in 'General Discussion' started by Cirsee, Jan 10, 2021.

Thread Status:
Not open for further replies.
  1. Cirsee

    Cirsee Avatar

    Messages:
    484
    Likes Received:
    1,014
    Trophy Points:
    43
    Gender:
    Female
    https://platform-cdn.sharethis.com/img/sharethis.svg

    So it’s basically an editorial on if you need a healthy economy to enjoy a game. It talks a bit about established economies for new players as well. The daunting really isn’t just in the imagination of the filthy casual, others see it as well. Without friends or guild backing, it can be hard to really enjoy an expensive established game.
     
  2. Wilfred

    Wilfred Avatar

    Messages:
    556
    Likes Received:
    1,025
    Trophy Points:
    63
    Do you have a different link? The link you posted is not working.
     
  3. Wilfred

    Wilfred Avatar

    Messages:
    556
    Likes Received:
    1,025
    Trophy Points:
    63
    -
    Is this the article you were trying to link?

    Virtual Economic Theory: How MMOs Really Work
    https://www.gamasutra.com/view/feature/134576/virtual_economic_theory_how_mmos_.php

    Virtual Economic Theory: How MMOs Really Work (One page printable verson)
    https://www.gamasutra.com/view/feature/134576/virtual_economic_theory_how_mmos_.php?print=1

    This is a really interesting article. The author makes a lot of good points, but his definition of value is a bit confused. He's trying to use a "Labor Theory of Value" in some parts of his reasoning. Pretty much any modern economist will say that the "Labor Theory of Value" is not correct, and value is actually based on supply and demand.

    Labor theory of value
    https://en.wikipedia.org/wiki/Labor_theory_of_value

    Supply and demand
    https://en.wikipedia.org/wiki/Supply_and_demand

    Marginal utility
    https://en.wikipedia.org/wiki/Marginal_utility

    Subjective theory of value
    https://en.wikipedia.org/wiki/Subjective_theory_of_value

    The Wikipedia articles are a bit dense. This is the best explanation article I found from a quick internet search:

    Adam Smith on the Labor Theory of Value
    https://www.adamsmithworks.org/life_times/adam-smith-on-the-labor-theory-of-value

    ----------
     
    Last edited: Jan 11, 2021
  4. Wilfred

    Wilfred Avatar

    Messages:
    556
    Likes Received:
    1,025
    Trophy Points:
    63
    StarLord likes this.
  5. Wilfred

    Wilfred Avatar

    Messages:
    556
    Likes Received:
    1,025
    Trophy Points:
    63
    Here are a few of my thoughts on this article, in relation to SotA:

    Inflating the in game gold supply too quickly can be bad for a game. But if basic commodities are selling for a high price due to high demand, it actually helps new players, because they can gather basic materials and sell or trade them to get things they need.

    New players in SotA actually have an easier time improving their gear and stats, because older players have built up so much stored value. The first players starting out had to make pretty much everything themselves. It is much easier for new players to specialize, since they can depend on trading with other players to get most items.

    Anyone remember when SotA first went persistent? It was a real struggle at first to build up value. Everyone's gear and stats were low level, and there were so many useful things that needed to be crafted. It was kind of a chicken and egg problem, because all the improvements are so interdependent. Making better gear requires improving crafting skills. Improving crafting skills requires gaining crafting XP. Gaining crafting XP requires gathering materials. Gathering materials requires ability to survive enemy encounters. Surviving enemy encounters requires better gear and stats.

    ----------
     
    olddoghot likes this.
  6. Cirsee

    Cirsee Avatar

    Messages:
    484
    Likes Received:
    1,014
    Trophy Points:
    43
    Gender:
    Female
    Wilfred likes this.
  7. Cirsee

    Cirsee Avatar

    Messages:
    484
    Likes Received:
    1,014
    Trophy Points:
    43
    Gender:
    Female
    I was there with persistence and I think it was easier back then when everyone was doing it together. As games get older and new players start from the beginning, few players want to go back and help go through ok’d raids or lower content to help them. The new player also does not have the capability to obtain new desired gear, because the can’t make enough to afford wanted items more established players and crafters need. Even mines in SOTA are tier 5. Meanwhile a new player goes through more reagents and is more likely to not have upgraded a deed, so they pay property tax. They also are not as likely to have their own vendor and must now spend hours trying to find a crafter who has a buy order for the 30 beetle carapace they managed to scrounge up. On top of all that, they are too low level to get in a finding group and they are lost trying to do a step during a story quest. Then there is talk of higher levels finding a spot to make a few hundred thousand gold an hour in, thus further inflating prices.

    Do you see what I mean? Almost all new players will be solo, if they like it, they will bring friends. It’s difficult, about mid 80s, to spend a few hours in game, if you have that time, and feel you are making progress. This applies to character and wealth progression equally.
     
    Cordelayne and Wilfred like this.
  8. Wilfred

    Wilfred Avatar

    Messages:
    556
    Likes Received:
    1,025
    Trophy Points:
    63
    I agree. Hopefully the devs can add a vendor search system soon and increase the Adventurer XP in lower tier scenes to help new players make better progress.
     
  9. Elwyn

    Elwyn Avatar

    Messages:
    3,619
    Likes Received:
    4,784
    Trophy Points:
    153
    Gender:
    Male
    Location:
    San Antonio, TX
    I remember when it was reset every three months. I only got three or four cycles of that, but the first week, before a money supply of IGG had built up, was the most interesting.
     
Thread Status:
Not open for further replies.