MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits

1.5M views · 9 years ago · explainer · intermediate · evergreen

An Extra Credits episode on the economies of MMO games. It explains hyperinflation, why items players can sell to vendors cause it, and how reserve currencies and anchoring the in-game currency help.

HN treats it as the clear explanation of why MMO economies inflate and how designers counter it, from vendor-sellable loot to pegging currency.

“Extra creditz just published an excellent video on why auto-generated vendor-sellable items lead to hyperinflation under most circumstances”

5 comments from Hacker News

w
@wslh2021 · in “MMO Economies – Hyperinflation, Reserve Currencies and You”
Submitted the video to Hacker News.
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@sdrinf2016 · in “Hammercoin – A Bitcoin-fueled game”
Extra creditz just published an excellent video on why auto-generated vendor-sellable items lead to hyperinflation under most circumstances, and a few ways to avoid it: ▶ this video | When buying from a player, the player bot will try to resell the same item for double the price. Given this, and assuming auto-buy from vendorbots, I'd predict the second they open the game for auto-grinders (or puppeteered bots) to appear, kill anything in sight, sell stuff, pump any bitcoin any vendorbot might hold, until the game economy holds no more bitcoin. It's probably more CPU-efficient, than mining bitcoin; and there's a manual workforce readily mobilizable for it. The game looks really promising, and I'd love to grind a few hours in it as it stands, but I'm not sure if dropping a bitcoin dependency into it won't sink it prematurely.
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g
@geek_at2020 · in “Salesforce Signs Definitive Agreement to Acquire Slack”
until you have an established player base and are using 95% or your time for balancing and the economy (▶ this video)
s
@stcredzero2016 · in “Eve Evolved: Analysing Eve's New Economic Reports”
Anchoring the in-game currency is one of the main strategies for preventing in-game currency inflation: ▶ this video Instead of paying player characters to grind, and therefore have players consume game content, why aren't we paying players to create game content?
s
@stcredzero2016 · in “Eve Evolved: Analysing Eve's New Economic Reports”
Meh. It's a by-product of the typical hyperinflation you get when you try to devise an economy where everyone gets to print as much money as they care to. (Which is what MMO grinding for cash basically amounts to.) Their trying to peg ISK to real world money through PLEX is a typical strategy to try and counteract this, which also typically kind-of works, but only typically kind-of. ▶ this video My solution for this will be "first-principles." Quite simply, I'm not going to let players print money.
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