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Pyromagnium
04-16-2013, 05:38 PM
First off, I’d like to introduce myself. I’m Joey, a current 1st year econ major at UVa (UVa students, or anyone for that matter, add me ign: Pyromagnium) and in my (limited) free time I like to play soccer and MMOs. I stumbled across Arcane Legends about a month ago and was fascinated at the disruptive innovation Spacetime Studios has developed. They’re the pioneers of the pocket mmo. I absolutely love the fact that I can play on my tablet and laptop :D

Anyway, what’s this post all about? Well there’s one thing that has always intrigued me -- virtual economies. The first thing I noticed was that all classes in AL are dependent on potions. I also noticed many players disagreed with this overall dependency on purchasing these potions. The point is, why must we use so many potions?
An important aspect of developing an MMO is the development of the market structure. How are players going to acquire, trade, and sell items they loot to get the items they want? It seems to me STS has decided the market structure to be auction house based. I support this market structure although there are some quirks to it, which I may get to in a future post.

But we can’t buy or sell potions on the open market, Pyro?


You are correct, which leads me to my first point: money in, money out. MIMO, as it is abbreviated, is simply the concept of a videogame producing and consuming the in-game currency. Players regularly get lots of little bits of money from performing dailies, looting monsters and selling vendor trash. This slowly increases their gold stash without really putting any specific focused effort into getting money. This pocket money can have a strong influence on the decision to purchase items as well as the inflationary effects on the overall economy. Money in.

Developers often use MIMO as a part of their content gating system. In the case of Arcane Legends, your excess profits usually fund your mystery chests, auction house commissions, pets purchasable with gold (The pets you didn't start the game with), and potion usage. Money out.

A big challenge to balancing a virtual economy in an MMORPG is balancing the MIMO to prevent the accumulation of excess currency, due to the "faucet and drain" problem. Players tend to continually gather money they didn't work for while playing an MMORPG. As long as that money keeps dripping into their pocket faster than it leaks out from incidental expenses (e.g. potions), they'll face lower opportunity costs when making purchasing decisions from other players. Many players mistakenly think that the mere presence of money in a market leads to pocket-change-caused inflation. However, it isn't actually the amount of money itself that leads to this kind of inflation, but a problem in the MIMO balance.

But Pyro, the currency in Arcane Legends does in fact have worth despite this inflation, right?


Right again, my inquisitive reader. What gives our gold its worth? Why, it’s the in-game NPCs that purchase and sell items in exchange for our gold of course. If 25 Mana potions cost 380 gold then 380 gold will always be worth 25 Mana potions. This will remain true no matter the in-game market conditions. Another point; the value of gold is the same as the value of any other item: it's derived from the opportunity cost in time to acquire it. Say you want a weapon that costs 50,000 gold. You can determine its value by comparing the time it would cost you to accumulate 50,000 gold versus the time it would take you to acquire the weapon.

In other words, gold in a game isn't actually currency at all; at least, not a fiat currency in the sense of the money we use in real life. A fiat currency is something that has no intrinsic worth; you can only trade it to other people who are willing to accept it.

Back on topic; the potion issue is somewhat mandatory as a hedge against in-game inflation. Actually, I'd argue there aren't enough content gates to pour our excess money out. The following list suggests a few solutions:

Birgit should accept gold for her style changing service.
There should be more pets purchasable with gold at a reasonable price
Perhaps temporary boosts purchasable with gold for CTF?
Skill potions in general. (Not homogeneous with elixirs, ex; Potion that gives %10 mana for 20 minutes)
Crafting skills <--- with NPCs that sell equipment used to gather the resources as well as to craft the equipment in any given profession.
Guild banks, guild banners, guild goodies, ect.


Pyro, if you're suggesting to socialize the game even further, my decision to friend you has been annuled.

Woah there, before you make any hasty decisions, hear me out. I agree that the NPC vendor portion of the economy has much more in common with a socialist marketplace. NPC vendor economies are characterized by something that most capitalists scoff at in the real world - price controls. The price of all necessary items in MMOs tends to be fixed at a specific point, partly to drain a controllable amount of gold out of the in-game economy, and partly because it feels more fair to players. Unlike in the real world, where price controls inevitably fail because goods are scarce and black markets emerge, MMO developers can effortlessly keep prices level because the supply remains infinite.

I may add a TL;DR section later. But I have 5+ hours of homework staring at me in the face. Questions? Comments? Concerns? I'd love to hear them. Thanks for reading.

Nikkiii
04-16-2013, 05:44 PM
Very Helpful Pyro :)

okahef
04-16-2013, 06:54 PM
lol

Limsi
04-16-2013, 07:07 PM
Basically, more gold sink to regulate everything. +1

Thermite
04-16-2013, 07:48 PM
Very well-written. I like your suggestions too.

FluffNStuff
04-16-2013, 08:16 PM
I see you are taking micro economics there at UVa. Perhaps next semester you might consider macroeconomics lol. Nice write up on one aspect of what is going on but you are missing the seedy underbelly. Just like our entire economy is controlled by the prime rate as set by the fed, AL economy is controlled by the exchange rate between plat and gold. Workers farm the items and the capitalists purchase those items using the gold they acquired through plat. The market value of an item is the amount a capitalist is willing to exchange plat for.
Now a worker can upgrade themselves to a capitalist through smart trades, but they will never get there through hard work alone. The in as you call it is less then minimum wage :)

Psyche
04-16-2013, 08:43 PM
Yes, buying gold with play kinda throws everything off, especially since the exchange rate is pretty favorable.

Pyromagnium
04-16-2013, 08:52 PM
I see you are taking micro economics there at UVa. Perhaps next semester you might consider macroeconomics lol. Nice write up on one aspect of what is going on but you are missing the seedy underbelly. Just like our entire economy is controlled by the prime rate as set by the fed, AL economy is controlled by the exchange rate between plat and gold. Workers farm the items and the capitalists purchase those items using the gold they acquired through plat. The market value of an item is the amount a capitalist is willing to exchange plat for.
Now a worker can upgrade themselves to a capitalist through smart trades, but they will never get there through hard work alone. The in as you call it is less then minimum wage :)

You're absolutely right Fluff, and the platinum-gold exchange rate and its effect on the market is something I forgot to touch on. Perhaps as I get more acquainted with the game I can further my study and share my findings. Thank you for the insight :)

Pyromagnium
04-16-2013, 08:55 PM
Yes, buying gold with play kinda throws everything off, especially since the exchange rate is pretty favorable.

Yeah something I forgot to mention. All the more reason for those additional content gates I suggested. Players able to create money is probably the most detrimental thing to an MMO market, arguably.

Pyromagnium
04-17-2013, 10:03 AM
Very well-written. I like your suggestions too.

Added a few :)

Limsi
04-17-2013, 10:07 AM
Can't seem to see the post. :/

Mysticaleagle
04-17-2013, 10:08 AM
Can't seem to see the post. :/

Same here. o.O

Cremated
04-17-2013, 10:12 AM
Same here..

Pyromagnium
04-17-2013, 10:14 AM
Same here..

I'm actually not sure what's going on here. I'll try to figure things out.

FluffNStuff
04-17-2013, 10:15 AM
You seem to have deleted the whole post. Hmm.

Mysticaleagle
04-17-2013, 10:16 AM
You seem to have deleted the whole post. Hmm.

You can't delete the OP.

Correct me if i'm wrong, but i'm pretty sure on this one.

Pyromagnium
04-17-2013, 10:19 AM
You seem to have deleted the whole post. Hmm.

In the General Discussion forum, when you move your mouse over the post, the introduction to the post is visible. I recall going in, editing, and submitting.

I hope it isn't deleted.

FluffNStuff
04-17-2013, 10:20 AM
You can't delete the OP.

Correct me if i'm wrong, but i'm pretty sure on this one.

Eerie ... your right!

Hmm, Dev bombing that missed?

Raxin
04-17-2013, 10:22 AM
It was well written and accurate :-)

Mysticaleagle
04-17-2013, 10:23 AM
Eerie ... your right!

Hmm, Dev bombing that missed?

Special agent G, made a special operation. Secretly, of course.

Agent Sam, failed. That's all I know as of now.

Pyromagnium
04-17-2013, 10:27 AM
Special agent G, made a special operation. Secretly, of course.

Agent Sam, failed. That's all I know as of now.

Well I hope it returns soon. I don't have it saved anywhere else :sorrow:

Samhayne
04-17-2013, 10:32 AM
You edited the post to include a moderated phrase / image / link.

We had to approve the post to take it out of moderation so that everyone could see it again.

We use post moderation to help fight spammers who would post porn, links to spyware and other malicious content to our forums.

Mysticaleagle
04-17-2013, 10:35 AM
You edited the post to include a moderated phrase / image / link.

We had to approve the post to take it out of moderation so that everyone could see it again.

We use post moderation to help fight spammers who would post porn, links to spyware and other malicious content to our forums.

Spyware?

FLUFF! I KNEW IT!!

SAM'S A SPECIAL AGENT!!

Pyromagnium
04-17-2013, 10:36 AM
You edited the post to include a moderated phrase / image / link.

We had to approve the post to take it out of moderation so that everyone could see it again.

We use post moderation to help fight spammers who would post porn, links to spyware and other malicious content to our forums.

Understood. I will keep that in mind for the future. Thank you, Sam!

Wowsome
04-17-2013, 11:27 AM
interesting concepts .. subscribed!

Raxin
04-17-2013, 11:57 AM
The censorship.is.for your protection lemmings :D

Energizeric
04-17-2013, 07:17 PM
Pyro, what you will find is there are basically 4 types of players in AL:

1) Your typical somewhat poor player -- These players never accumulate very much money, usually have average gear at best, but are the majority of players. In most cases they could acquire more money if they played more hours, but they only play an average amount of time.

2) Big plat spenders -- these players usually are quite rich as they either purchase gold with their plat, or they open enough crates to get mythic &/or arcane items, and then can sell those items for fortunes. This type of player is a very small minority.

3) Pro farmers -- these players play tons of hours every day and as a result are usually quite rich with top gear. They get their money and wealth through lots of hard work and grind. From the hard work they get some good drops here and there, and then usually sell those items in the auction house, or to merchants. They don't make fortunes from each item, but in the long run they get so many decent drops that they accumulate quite a bit of wealth. These are also the players who tend to populate the leaderboards.

4) Merchants -- these players are usually the richest in the game, and simply buy and sell items. Only a small percentage of merchants are very successful, and being a successful merchant requires lots of hours of gameplay on a daily basis, and a total understanding of the entire AL economy.

Pyromagnium
04-18-2013, 07:56 AM
Pyro, what you will find is there are basically 4 types of players in AL:

1) Your typical somewhat poor player -- These players never accumulate very much money, usually have average gear at best, but are the majority of players. In most cases they could acquire more money if they played more hours, but they only play an average amount of time.

2) Big plat spenders -- these players usually are quite rich as they either purchase gold with their plat, or they open enough crates to get mythic &/or arcane items, and then can sell those items for fortunes. This type of player is a very small minority.

3) Pro farmers -- these players play tons of hours every day and as a result are usually quite rich with top gear. They get their money and wealth through lots of hard work and grind. From the hard work they get some good drops here and there, and then usually sell those items in the auction house, or to merchants. They don't make fortunes from each item, but in the long run they get so many decent drops that they accumulate quite a bit of wealth. These are also the players who tend to populate the leaderboards.

4) Merchants -- these players are usually the richest in the game, and simply buy and sell items. Only a small percentage of merchants are very successful, and being a successful merchant requires lots of hours of gameplay on a daily basis, and a total understanding of the entire AL economy.

Thanks for your comment, Energize. I'd wholeheartedly agree with this observation of the large wealth disparity within AL. If only we had economic figures to work with, I'd love to examine the wealth gap and its effects further.

Raxin
04-18-2013, 08:02 AM
Well start a sample :-)
As of thurs 4/18
raxin type 3/2
3.5mil gold
120 crates (4k=480k)
Myth helm
Since cap is today i didnt note any of value on current gear with exception of mythic

Greencrow
04-18-2013, 08:58 AM
Pyro, what you will find is there are basically 4 types of players in AL:

1) Your typical somewhat poor player -- These players never accumulate very much money, usually have average gear at best, but are the majority of players. In most cases they could acquire more money if they played more hours, but they only play an average amount of time.

2) Big plat spenders -- these players usually are quite rich as they either purchase gold with their plat, or they open enough crates to get mythic &/or arcane items, and then can sell those items for fortunes. This type of player is a very small minority.

3) Pro farmers -- these players play tons of hours every day and as a result are usually quite rich with top gear. They get their money and wealth through lots of hard work and grind. From the hard work they get some good drops here and there, and then usually sell those items in the auction house, or to merchants. They don't make fortunes from each item, but in the long run they get so many decent drops that they accumulate quite a bit of wealth. These are also the players who tend to populate the leaderboards.

4) Merchants -- these players are usually the richest in the game, and simply buy and sell items. Only a small percentage of merchants are very successful, and being a successful merchant requires lots of hours of gameplay on a daily basis, and a total understanding of the entire AL economy.

im #'s 3 and 4 :) but not a rich merchant

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