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by creamyhorror 5121 days ago
[Market PvP and Cartelization]

An interesting quote from the EVE Economic News report jumped out at me:

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>>> The most interesting high-end mineral this quarter was Nocxium. It was the only mineral that rose in price in June, despite the insurance changes, and continued to rise in July and August. The most drastic increase came in September, though, when Nocxium prices jumped by 52%. The changes made to drone compounds in June reduced the supply of Nocxium, which naturally raised its price.

>>> Realizing that a long-term price increase was taking place, one which would likely create a short term shortage of Nocxium, some enterprising traders played a clever market manipulation. By buying up large parts of the Nocxium available they ensured that a serious shortage of Nocxium was created – or, rather, that the foreseeable shortage was greatly amplified. This took much of the market by surprise, with many a lamentation heard from manufacturers of Tech I goods. This is market PvP at its finest. (emphasis added)

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While I wouldn't necessarily agree the move was especially clever or unexpected, I think it's interesting that EVE is probably the only game where the term "market PvP" has come to exist. PvP is "player-versus-player", as opposed to PvE ("player-versus-environment"), and normally refers to players engaging each other in combat (duels, raids, etc.). In EVE the concept has been extended to players exploiting arbitrage opportunities in the marketplace and depriving other players of profit.

I think markets have generally been are too large for any group of producers to collude to push up prices, but the domination of certain regions of mineral-rich space has recently resulted in an attempt to game the market and form a cartel: the Organization of Technetium Exporting Corporations, or OTEC. [ the following quote is from http://www.tentonhammer.com/node/230860/page/2 ]

>>> "Technetium, the fabled conflict diamond of the North ... only comes from the northwest regions of the galaxy, and the brutal defenestration of Raidendot from Tenal and Vale finally has brought about something that savvy market-watchers have dreaded since the Technetium bottleneck was first created - a cartel. This OTEC - the Organization of Technetium Exporting Corporations - comprises representatives from the CFC, NCdot, Ev0ke, and PL, the four nullsec entities that control 90% of the Technetium moons in the galaxy. Rather than trying to restrict supply, OTEC has coordinated price-fixing, jacking the price of Tech past 200k per unit - and in doing so driving up the price of every T2 ship and module on the market. ... the nexus of incentives from Escalation, Hulkageddon, and OTEC, macroeconomic extortion of Empire for profit will rapidly transform from a gleam in a nullsec financier’s eye to a brutal fact of economic life in New Eden."

This isn't your typical micro-market-PvP, but an outright exploitation of a privileged position by entrenched corporations. One could argue this is game PvP extended to a new arena (the market) on a macroeconomic level, or one could view it simply as the natural dynamics of an unfettered market economy that is real in all aspects except the virtual nature of its commodities.

1 comments

It would be fun to see someone do a blog on "Lessons from Eve that can be applied to entrepreneurship."
I think EVE is the ultimate lesson in sandbox gamification. Many MMOs have successfully plunged their players into alternate worlds and kept them addicted, but almost every one offers a pre-defined carnival-type experience rather than a sandbox. The chief reason why EVE and Minecraft are so popular is the freedom they offer to create entirely new things.

EVE, however, goes a step further in allowing players to organise themselves and engage in projects of even greater scale. The sandbox becomes a sort of construction workshop, where players are given tools to deploy their real-life knowledge and skills to build ever more complicated structures. Furthermore, EVE's rules encourage trade and competition - key aspects that keep players engaged and spur them to build, plan, organise, act.

The more EVE comes to resemble Real Life, the more it turns into a reasonable alternative to the latter (and you can even earn real-world money from EVE). This is the ultimate immersion, and if it became possible one day to support yourself from playing EVE, I have no doubt people would start doing it.

Maybe one conclusion for entrepreneurs to draw is that the combination of freedom + tools + competition on web services helps evolve them into true platforms, in which people 1) invest their egos, 2) build social networks that keep them coming back, and 3) organise and engineer to far greater extents. APIs and open interfaces amplify the impact of platforms - a principle wisely perceived by Facebook and many other platforms. EVE is just another example of the same.

There are also lessons to be drawn directly from experiences running corporations in EVE. I've read posts by people who started and ran small corporations and also those who ran megacorps/alliances, and they describe experiences rich in management and strategic principles. Strategy underpins the success of all but the least amibitious corps. Everyone has to plan how to deal with their ever-shifting, aggressive neighbours and protect their own holdings and profits (or expand their turf). Further, corp leaders have to learn to work with their growing membership and build HR/resource-planning systems to support them.

Playing EVE as a corporation manager/founder is definitely an educational experience for young people who eventually intend to manage teams in the future.