Click here to move to part 1 part 3
In part 2 I'll look at the recent title - Diablo III - a game that has a true functioning currency.
But before that it's important to establish a few concepts:
Gold sink
Example
In part 3 I'll take a look General Currency Issues most MMORPGS face and how to interpret "Reparing Services" in the light of Psychology.
In part 2 I'll look at the recent title - Diablo III - a game that has a true functioning currency.
But before that it's important to establish a few concepts:
Gold sink
- Can be understood as any in-game mechanism that reduces the amount of currency in circulation
- In psychological terms it's usually a non-reversible token exchange (Paying for Gear Repairing - Buying Consumable Benefits)
- Can also be represented by a difference between Prize->Token and Token->Prize operations
- Example: An NPC shop sell a potion for 50g but only buy it from player for 25g - If a player keeps buying then selling potions to the NPC he will run out of both Gold and Potions.
- Inflation, in a modern sense is "Prices Increase"
- Inflation is usually measured by (Consumer Price Index) / (Time)
- A highly accelerating inflation rate - usually caused by a bad (elevated) amount of currency in circulation.
- This is obviously a typical case of continuous Monetary Inflation (a problem several countries faced in the past - check Wikipedia)
- This usually affect only the economy that suffers from the hyperinflation (the true price of good is stable when compared to other economies) - i.e. price change isn't caused by a change in the rate of production/consumption of goods (tough it'll affect it anyway).
Example
- Diablo III for PC - 2012
- Currency called Gold pieces
- You acquire Gold pieces by killing foes. This behavior is regarded as "playing the game"
- The amount of gold pieces you earn is proportional to enemy difficulty. So players see as fair to earn more pieces when playing in a higher difficulty setting
- Multiple Gold Sinks:
- NPC shops sell potions, cosmetic changes, equipment modifiers (gem upgrading), run keys (to access secret level) and even randomly generated items.
- (Shops are just token exchange contingencies). A Player only "buys from shop" if their sold goods and services are attractive to them
- Buying is a simple behavior - it's frequency/chance is obviously related to the reinforcement "value" of what's "sold".
- This reinforcement value obviously drops to 0 when the player doesn't "want" the reward for any purpose (like when he acquires a good that never gets obsolete)
- Repair costs - now this is very interesting mechanic - A player must trade their acquired tokens (Gold pieces) in a steady rate to be able to play with his equipment. In other words this is a Positive Punishment (I'll deal in detail with this mechanic in part 3)
- The fantastic Auction House - a platform where players can trade any in-game good for gold, or trade gold for any in-game good - this effectively makes gold a currency, since it becomes the standard medium of trading.
In part 3 I'll take a look General Currency Issues most MMORPGS face and how to interpret "Reparing Services" in the light of Psychology.