I wasn't quite sure where to post this one, so feel free to move it to gaming or general discussion or whatever, but I figure since it's obviously related to FFXI that Advanced wasn't a bad choice either. This'll be a kinda long post, so I'll sum it up in one paragraph and then put in my thoughts for whoever cares to read them after:
With FF14 around the corner and tons of other MMO/online games to come in the future, I'm curious how people feel about player-run economies in online gaming. Most of us have experienced at least one by now (FFXI's), and many other past and current games used them as well. One of my biggest questions to my fellow gamers is - Generally speaking, do you think player run economies work out to be to a game's advantage or disadvantage in the eyes of its players? More specifically, do you prefer games with player-run economies, or games with mostly NPC based economies?
I found FFXI interesting because as RMT became more and more of a factor, the game experimented away from player-based money making in some regards (especially with "big ticket" items like peacock charm and o.kotes becoming rare/ex and obtained through other means for the non-rare/ex versions). A lot of players opted to camp o.kotes rather than try to save up for them, for example.
Some of the advantages of a player-run economy are obvious - the biggest one being crafting. A player-run economy gives players the ability to level a craft and produce items to sell to other players for a profit. Of course, bots and idiots can eliminate those profits in a hurry, but even so, some crafters usually find a way to continue making money through other products.
Another advantage is the ability to sell gear you find/earn but can't use and to spend that money on gear you can. Finding a WAR only great-axe off an NM wouldn't help my RDM much, but if I sell it to another player, I can buy a nice magey ring with the money. Of course, you could make something similar in an NPC-run economy by having vendors that actually offer reasonable amounts of money for good gear you sell to them, and sell decent gear for comparable prices, but most games don't do that.
One I hear from player-run supporters that I don't really agree with is that it "encourages interaction among the players". Usually, auction house systems really aren't that interactive - in most cases sellers don't find out or care who bought the item, as long as they get their money. Likewise, most buyers don't care who they bought it from unless they made a typo or something and want to try to get their money back. Trading through chat channels/shouts is usually not very personal either: in most of my buying/selling in FFXI through trade, I forgot the person's name within 2 mins of the deal being done. Real player interactions are usually made through guilds and parties/raids, not buying and selling.
Another argument is that it lets players weed out people with bad reputations by refusing to buy/sell with that person. Of course, a lot of players who don't keep up with the drama may not know about the reputation and buy/sell from them anyway. Or, the player can make an alt/mule and do their trading with that char to avoid their reputation. So I'm not sure that holds up either.
Some of the bad signs of player economies include:
*Monopolization and Price Fixing - those icarus wings that were 5k yesterday are 20k today! And peacock charms doubled in price over the past week. Sometimes it's RMT, sometime it's players looking for a buck, but either way these are pretty bad for any economy.
*When items go obsolete everybody loses - I can't think of a great example from FFXI off the top of my head, but I know in Everquest the Wyrmslayer and Short Sword of the Ykesha basically replaced all low level weapons for a long time and killed a lot of NMs/quests/crafting that used to be profitable. I guess an example may be how goldsmiths felt when the mini-expansions came out with augment rings and earrings that shat all over their good synths.
*One player can ruin it for everyone - One dumb player (or bot) can break a whole craft for everyone else. Usually it's the "I'm gathering it myself so it's free!" guy who undercuts everyone by 50%. Technically he'll never run out of money because he's not spending money, but time, but nonetheless he can singlehandedly kill the market for a drop or craft if he floods the market enough.
*Indestructible items kill the economy - As more haubies enter the market, the price goes lower and lower because more and more people already have one and don't need another. Same for staves, nobles tunics, fowling earrings, etc. Eventually it's hard to make a buck anywhere anymore. On the other hand, players don't like replacing gear all the time.
*High play-time players are price-setters - Someone who plays 12 hours a day will usually have a lot more market power than someone who plays an hour or so a day. It's very hard for low play-time players to get "good" gear off an AH system unless it's very common, because it will usually require them to spend hours farming (instead of leveling) to get the money for it. This is even worse in elitist environments. Imagine back when SHes and noble's tunics were pretty rare, big ticket expensive items, but everyone laughed at you if you didn't have one, and would kick you from the group for not having it. This kind of thing is apparently becoming an issue in WoW with the whole gearscore thing (I wouldn't know, I don't play it, so take that with a grain of salt).
Meanwhile, NPC based economies solve a lot of problems. NPCs don't really corner a market and jack up their prices from a monopoly like players looking to make a buck do. Also, if players can't trade money, then RMT become a non-factor (except having them play your account I guess, but at least that would be a lot rarer than buying money and having it traded to you is since you'll probably just lose your account). NPCs don't care how many nobles tunics you've gotten crafted/gotten to drop, he'll still pay full price for 'em.
Of course you don't want EVERYTHING to come from NPCs. Some of the best items for certain level ranges have to be drop only. Maybe allow for turning in certain nice items that your class can't use in exchange for an equal item your class can use? That would get tricky. This also leads to a big problem with NPC based economies - sooner or later, the players run out of things to buy and hyper-inflation occurs. But if you can't trade money to others and have nothing to buy, then the amount of money you have stops mattering anyway, right?
Now my economics knowledge is basically just entry level economics stuff, so I'm far from an expert on this. That's part of the reason I'm making this thread at all. I'm curious, from a gamer perspective, and an economist perspective (to whoever may be one), how do you feel about these different systems and their pros and cons? What qualities do you think a strong gaming economy needs, realistically?
XI Wiki



