economic-theory

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  • Massively interviews EVE Online Lead Economist Dr. EyjoG

    by 
    James Egan
    James Egan
    02.19.2009

    The sci-fi game EVE Online is unique amongst the other massively multiplayer online titles on the market. One major aspect of the game is that its far future setting of New Eden functions as one server, where players can build up empires -- or topple those of their rivals -- across more than 5000 solar systems. Beyond its scale, what distinguishes EVE Online from other games is that it has a player-driven virtual economy, the backbone of the game. EVE's economy has been a major draw for players interested in market and crafting sophistication generally unseen in an online game. EVE's creators, CCP Games, have fostered a setting where players can do what they want in the 'sandbox', a setting where the tools are in place for players to use as they see fit. Nearly every ship, module, and item used by a player in the game was produced by another player in New Eden at some point. Fight for military dominance and control vast regions of space, or corner the market as part of an industrial conglomerate -- it's all possible in EVE. In fact, the game's warfare and industry are very much intertwined, making EVE's virtual economy a dynamic one. Monitoring and researching this economy is important to CCP Games, and to further that goal, they've hired real world economist Dr. Eyjólfur Guðmundsson (aka CCP EyjoG). Massively recently caught up with Dr. EyjoG, who told us about his rather unique position at CCP Games, and what he's learned about virtual economies along the way.

  • The Economics of Warcraft

    by 
    Elizabeth Harper
    Elizabeth Harper
    07.17.2006

    This interesting article attempts to explain the economics of Azeroth in terms of real life economic theory. As players, I'm sure we can all poke holes in this theoretical view of our favorite game, or perhaps find the lack of game knowledge frustrating. For example... Goods rarely cost less in the neutral auction house (though sometimes lower prices will reflect lower prices on the Alliance or Horde side - but usually neutral prices are jacked up to the highest possible profit rate), due to the higher cut the Goblins take out of the transaction. Trade-skill items are of less economic importance than seems to be placed on them - very few craftable items being desirable, long-term, over bind on pickup drops found in dungeons. And it does not consider Blizzard's continued efforts to rid the game of gold farmers, which has an ongoing (though variable) impact on the available supply of gold in the economy. However, it is always interesting to see how real economic theory can apply to a virtual game world, and I would say the article is worth a read.Update: The comments below may well shed more light on the subject than the initial article - so read on!