| Among virtual economies, EVE Online's economy is the real deal. The EVE game economy is I dare say more developed and complex than nearly any other games' - it has many kinds of input factors and stages of production, and many of the production facilities/resources are player-controlled and their fate determines on political maneuvering, war and sabotage between player corporations (guilds). The price of most items in EVE (ships, weapons, components, structures) is determined by the state of production and speculation in the economy, so CCP has to consider the economic impact of nearly every single change they make to the game world. (They hired their in-house economist in 2008 IIRC.) If any of you folks are interested in reading about a truly fascinating, active digital economy, you have to read the EVE economic reports and other investigations of EVE. It's like reading about mining, manufacturing and stock markets - against a background of eternal war between corporations - in far-future space. EVE Quarterly Economic News, by CCP's economist Eyjólfur Guðmundsson (link courtesy of xb95):
http://cdn1.eveonline.com/community/QEN/QEN_Q3-2010.pdf edit: links to additional content -----
http://pc.gamespy.com/pc/eve-online/855380p1.html >>> EVE Online was developed to have a very dynamic economy from the very beginning. It was decided that "time" would be treated as a valuable player resource: for that reason, raw materials were spread all over the galaxy map, which takes hours to traverse. This created regional pricing. Interestingly, there were no trade hubs built into the core game design -- players gradually settled into certain areas and made their own pockets of population where trade thrived. >>> Gudmundsson had some fun examples of how intelligent virtual economies can be. He showed a graph displaying the prices of a mineral in the game known as Zydrine. Zydrine is hard to find in the EVE universe, but players had discovered that killing a certain class of drone often leaves behind Zydrine in the wreckage. This hole in the market led to lots of drone-farming, and subsequently the price started to drop. Drastically. The developers decided to tweak the drop rate and this change rolled out onto the test server, unannounced, and mixed in with all sorts of other tweaks. Still, clever players noticed the change. Word got out. And suddenly, even though nothing had yet been done on the live server, prices for Zydrine spiked dramatically. Markets make for great predictors of future events! ---- http://blogs.wsj.com/economics/2010/06/21/real-economist-tak.... >>> One of his team’s first big findings is somewhat sensitive. Confirming decades of gender research by economists, sociologists and anthropologists, Mr. Turpeinen’s group found that the same biases that have historically favored men in the real world exist in a virtual economy. Their research demonstrates that both women subscribers and female avatar characters operated by male subscribers in EVE are biased toward a slightly lower chance of success in competition with their male counterparts. |
I wasn't intending to mention this, but I might as well since people are looking at EVE:
http://ps3.ign.com/articles/122/1221463p1.html
CCP has built a PS3 MMOFPS game called Dust 514. Players play mercenaries battling on planets. The utterly amazing thing is, this game is actually integrated into the EVE universe. Dust players are actually mercenaries being hired and fighting in real time on the planets in the EVE galaxy. EVE players will be able to put up contracts for Dust mercenaries to assault other corporations' facilities, and Dust mercs will be paid by the EVE pilots for their services. What's more, Dust mercs can request live orbital strikes from EVE pilots who are above the planet -- this was demonstrated in March this year and blew the crowd's minds. And surface artillery can hit EVE pilots.
There's even economic integration. The weapons, tanks, equipment used by Dust mercs will be bought from markets supplied by EVE players' production facilities. It's not fixed prices and unlimited item spawning here: mostly everything can be manufactured. And the facilities Dust mercs fight over may include actual factories and labs -- meaning that they will indirectly influence the prices of things and the fates of corporations in the game. Heck, I'm expecting cross-game corporations to form - elite mercs partnering elite pilots to dominate swathes of star systems.
It's literally two games with completely different playstyles built in the same universe, and I haven't heard of anyone pulling this off before. I'm terribly excited to see what the future holds for EVE, Dust, and multiplayer gaming.
----Further reading----
http://massively.joystiq.com/2012/03/24/dust-514-presented-a...
>>> During the DUST 514 keynote speech, developers demonstrated orbital bombardment of a DUST match by EVE players in realtime. We saw the orbital command center and surface command centers that enable communication between the two games; we also saw the orbital artillery that let DUST players retaliate against players in orbit.
>>> In addition to PvP matches organised by NPC corporations, there will be co-op PvE survival missions in which players fight off hordes of rogue drones -- living machines with a collective consciousness. The PvE mode will be released in 2012, and there are some exciting plans for expansions scheduled for the year after.
>>> 2013 will bring in e-sports and competitive gaming, with gladiator arenas in which players compete in capture the flag, deathmatch and custom game modes. The matches will be a true spectator sport, with live viewing from both the EVE and DUST game client and even betting on matches. Battles on hostile worlds are also due for release in 2013, with tactically different terrain that may require vehicles to get around. CCP confirmed that the highly requested MTACs (mechs) will also be introduced in 2013.
[Spectator bloodsports, with betting? Crazy!]