
Issue #18 - 04 July 2009
The Economy of an MMORPG
Written by Simba
Have you ever wondered why the prices of party hats kept increasing before the introduction of the Grand Exchange? Or why people who had 500k back in 2003 were ‘rich’, whereas now almost everyone has that and more? Then read on.
My name is Simba and I’m writing this edition of the MechScape Post to discuss the various aspects of how the economy could be structured in MechScape, and in MMORPGs on the whole. This is a field that interests me greatly as I study mathematics at university, and as such I think it’s very neat how mathematical models can be applied to economic situations – not just in the real world, but also in a plethora of other areas, an obviously relevant one being the economy of an MMORPG. I promise I won’t bore you with any complex mathematics models here - don’t stop reading just yet :P !
A few years ago, an economics graduate I knew who enjoyed RuneScape with me compiled a very detailed, accurate and thorough analysis of the economy of the game. Perhaps one of the most striking conclusions of his research was that the total number of gold coins in RuneScape was only a few billion. Nowadays, many players have over two billion gold. The maximum is 2,147,483,647, which the mathematical ones amongst you may recognise as 2^31 – 1. This is due to the way that the RuneScape code is written.
But where on earth did all the extra money come from that wasn’t present in years gone by? The single most contributing factor to gold being brought into the game in modern day RuneScape is without a doubt Coinshare, even though it has not been released for a particularly long time. The problem lies in that in a matter of a couple of minutes, millions of extra gold can be brought into the game by a very small number of players, for example at the God Wars Dungeon. Factor in the vast number of worlds on which this is happening every hour of every day, and the problem is clear - since so much more gold is being brought into the game, each gold coin is worth comparatively less. I’m sure many economics specialists who play would have been completely shocked and aghast at Jagex’s decision here. But how is this a problem? Well, just think about it like this. Suppose that a chocolate bar costs a dollar from the local store. Now, imagine that everyone has four times the amount of money they had when the chocolate bar was a dollar. Will that chocolate bar still cost a dollar? Will it heck! It will be a lot more ‘expensive’ in an objective sense. The problem lies in that because more currency is available, the currency is devalued. This happens all the time in the real world.
This devaluing affects some players considerably more than others. For some players, perhaps those who mine an ore to sell, the price may go considerably higher; there are more high level players around who wish to level their smithing with all the cash they got from Coinshare. But consider players who are perhaps level 80 or 90, and kill medium level monsters, selling the loot and collecting the coins for money. These players will not be making much, if any, extra, and as a result, they will have a smaller buying power due to the rising prices. This is perhaps a confusing concept, considering that the level 80 or 90 monster killer is still making money. Let me illustrate the problem:
Player A has 1,000,000 coins before Coinshare, and an item he wants costs 100,000 each. He can purchase ten of them.
A while after Coinshare, player A has earnt 200,000 coins from monster killing (he doesn’t do it very often), and the item he wants now costs 150,000 per purchase. He can now only afford eight of them, even though he seems to be richer!
The effect is even more pronounced on players who have quit or gone on holiday for a few months. Suppose a player has 10,000,000 coins after quitting and selling all of her items. She returns six months later and finds she can only afford to buy half of her things back! This is the nightmare that is hyperinflation caused by Coinshare, and the other influxes of money into the game. The frustrating thing is that it is a continuous process; Coinshare appears to be here to stay, and has a greater compound impact each day. The currency is being devalued more and more. Hopefully Jagex will realise their mistake and won’t introduce something analogous in MechScape.
There have been some important updates to counter the gold boom, perhaps the most notable being the introduction of construction. A very good house can cost over 100,000,000 coins, and getting 99 construction can be similarly expensive, with the sawmill taking a lot of the money. However, the sawmill taking 250 gold per oak plank made is hardly anything when it comes to offsetting the tens of millions brought in from Coinshare at the God Wars Dungeon alone. The real drain from construction comes from the marble blocks, gold leaves and magic stones. Another money sink came with the introduction of summoning, due to the high prices of shards.
The second important thing in any MMORPG’s economy is the impact of gold farmers. People who play the game for the sole purpose of selling items for real cash. These people can have an enormous impact on the economy, as was shown dramatically in items such as yew logs and pure essence in RuneScape. There is however a light at the end of the tunnel as far as this is concerned. China outlawed gold farming on the 30th June 2009 (source).
Jagex are well known for taking an extremely hard stand against gold farmers and macroers. This is one strong positive that I sincerely hope they carry over to MechScape. Jagex have mentioned that real world item trading will not be an issue in MechScape; however what precisely they mean by this is yet to be revealed.
As a brief speculation as to what Jagex may be thinking, consider the following. Perhaps there will be no need whatsoever for an economy in MechScape. Maybe trading will be prohibited, or simply largely useless. Jagex have already shown they have no fear in severely hindering trading – just consider the strict trade limits in Runescape. One possible idea Jagex might try out is making it so that money cannot be traded with other players as such, but can be exchanged with vendors for things such as new research and technology. This technology would be perhaps used to create new and interesting units, or upgrade existing ones. Although Jagex seem very confident about having resolved the real world item trading issue, they do not wish to give any exact clues for fear that these clues may help people overcome their preventative measures. This fear suggests that trading will still be possible, perhaps just with some direct limitations that could potentially be overcome.
To conclude, the economy of any system, be it a country or an MMORPG, is very, very fragile. One poorly thought out update or political decision can knock the economy greatly even over the course of a few days. We can only hope that the Jagex staff think very carefully about the virtual economy of MechScape and ensure that nothing like Coinshare impacts so greatly on the game again. A stable or unstable economy can make or break a game, be you a novice player, or an experienced master.
What are your views on Coinshare and the countering money sinks in RuneScape? And how do you think the issue will be dealt with in MechScape?
Thank you very much for reading – may the gold be with you!
MechScape and Community News
Writing Staff Applications
Mechscape World is currently looking for new writers to join our staff; so if you are interested in writing an article like the one above, please send in your application. (Read more)
Badges
We are currently looking for artists to help us create more user badges for the community. (Read more)
Improving MechScape World
Our admins are looking for your views on how to improve Mechscape World. (Read more)
The Name Change System
Jagex hopes to release their name change system by late 2009. (Read more)
Last Warning for Community Quilt
Last warning to all members who haven't made their every own quilt for MechScape World's Community Summer Project. All quits are due the 11th of July which is next Saturday. (Read More)
MechScape Coming 'Soonish'
A report has surfaced of Mod Mark G. making a comment on FunOrb that MechScape will be coming 'soonish'. Join in the discussion on what is meant by 'soonish'. (Read more) This also appears to have been suggested by the CEO Mark Gerhard on his RuneScape clan chat. (Read more)
Previous Issues:
MechScape Post #17: Influences on MechScape
MechScape Post #16: MechScape Moderation
MechScape Post #15: The MechScape Environment II
MechScape Post #14: The Community of MechScape
MechScape Post #13: Codename MechScape
MechScape Post #12: The Importance of Music to MechScape as a Game
MechScape Post #11: How MechScape Will Appeal to an Older Demographic
MechScape Post #10: "Dynamic" Combat in MechScape
MechScape Post #9: Freeplay in MechScape
MechScape Post #8: The Future of MechScape World
MechScape Post #7: Situational Awareness: How the Concept Applies to MechScape
MechScape Post #6: Removing the Need To RWT
MechScape Post #5: The Hype Surrounding the Release Date of MechScape
MechScape Post #4: Gerhard's Influence on MechScape and Jagex
MechScape Post #3: A Great MechScape Flood?
MechScape Post #2: The MechScape Environment and Concepts
MechScape Post #1: MechScape Clan Leadership
Footnotes
Contributors: Brenden, Ed5, Ren (Content Research Team); mike470, Pipinowns, Xela(Writing & Editing Team).
Disclaimer: The views expressed by members of staff do not necessarily represent the view of MechScape World.
