10 February 2013

Gold - Currency x Token - Part 3 - Beyond Gold Concept

Click here to go back to part 1 part 2

In this last part, I'll analyze the idea of Currency in a more abstract way, to deal with some misconceptions most Players and Designers have about Gold and Prices based on Gold.



Currency Issues    
   In Diablo III (and most other MMORPG) we can observe an apparent Inflation caused by difference between Gold Input and Other desirable Reward input. This isn't true inflation in modern economics sense. It's a difference in the supply of gold (Gold input - Gold Sink) and the supply of other virtual goods (randomly generated loot for example). It looks like  Hyperinflation if you consider the Gold as a currency, however if player use anything else for trading, this "inflation" theory is obviously broken.
    Farming (and regular Playing) is basically a exchange of time (Playing) to tangible rewards (Gold and other benefits). The price a player ask when making a fair trade with another player is a balance between the time it would take to that player farm that reward himself and the Tokens he can offer to the other player. Basically players trade tokens (things with less reinforcement value than what they are trading for). The price a player attributes to an item roughly obey the following function: F (Item Value) = F (Intrinsic Value of the item) * F (Difficulty to farm the good) * F (Price other players would ask) where:
  • F (Intrinsic Value of the item) = F (Power compared to other options currently available) *F(aesthetics value) * F (difficulty to use)
  • F (Difficulty to farm the good) = F (how much individual player power is required to farm it) * F (which context is required to farm it) * F (chance to get the good when farming)
  • F (Price other players would ask) = F (players willing to trade the good) * F (price these player would charge)
Note 1: I drew these functions based on my experience playing different MMORPGs. A given game might include another factors or even exclude some factors showed above.
Note 2 : Some players trade simply to make profit - that's a focus on the third function

Gold Obsolescence
   Gold, in most MMORPGs, quickly become obsolete as a source of player power - NPC's items have much less power than random drops. That happens because player usually can both acquire all shop bought goods (they are cheap) and their nature is similar to Final Fantasy VII logic for NPC inventory - NPCs sell "gear" just barely good enough to allow progression.    Of all above factors, there's only one that the designer has no control over is: "Player's playing time". As a designer you control everything else. Lesson: Playing time is the true currency inside a game  (This is also true outside a game as well, but this discussion enter philosophical camp, and is beyond the scope of this text)
   If anything, all MMORPG economies should be analyzed in another perspective than just looking at the value of a popular currency. Consider:
  • If players are always producing more goods (Items, gold or any other reinforcement) than they consume (usually most virtual goods doesn't suffer from obsolescence) with enough playing time wouldn't all players have everything?
   Well the actual the demand for a good can increase and decrease for several reasons inside a game - variation in the number of players, new items in expansion and maybe a few others I can't recall at the moment (I'll leave this discussion to another day). However the relation between the acquisition of Gold (after Gold Sinks) and other rewards has decisive importance in how much players value gold.     The only way to make gold value stable is to make the gold influx nearly equal to the gold sink. If that was the case, the prices in Auction House would steadily decrease becausea player's desire to acquire a Virtual Item ends as soon as he gets it (to combat this market tendency in virtual economies try to link the ideas of Obsolescence - Wikipedia and Power Creep - Wikipedia)

Repair Costs and Positive Punishment

   Keep in mind that players attribute Meanings to contingencies inside a game. I'll have to step outside behaviorism theory to explain this since "meaning" isn't observable construct. Let's say that "meaning" in the common sense wording is "attribute a justified and generally accepted cause to a phenomena".
   But, back to a Behaviorism perspective, we can say that "Repairing an Item" is just "Losing a Token (Gold)". That is roughly equal to losing a "life" when you "die" in Super Mario World. Both cases are by definition Positive Punishments. Players tolerate losing gold because losing has a meaning. Same goes for losing Hit Points ("-I deserve to die if i get hit too much") or Mana points ("-Casting spells take a limited resource called mana to make it balanced").
    • The best way to reduce the aversive feelings of a Positive Punishment is giving it a plausible  meaning.
    • Ideally you should present an Alternative Schedule to reduce or avoid the Positive Punishment Contingencies.

   Repairing itself is a behavior, and it is a Negatively Reinforced Behavior. If you don't repair you suffer an aversive consequence (like losing your equipment temporarily or permanently). Both options either reduces the "fun" a player gets when playing (their character becomes weaker and the game becomes harder) or increases the likelihood of Positive Punishments like dying (note that in Diablo III dying also causes gold loss).

Other Genres
   For comparison, in competitive game like the famous FPS - Counter Strike - or the popular MOBA - League of Legends - the Positive Punishment would be a worse personal score rating or losing a game (and assuming that the cause was you lack of skill). In other words, a punishment is something that makes a behavior more unlikely. It's not required to be something concrete or countable.

Closing thoughts
    I'm not saying that Diablo 3 is badly designed when it comes to Gold, it's just that their initial approach of controlling gold influx with high "repair costs" had behaviorism theory  explainable flaw. It's was VERY aversive, let's see player point of view:

  •  "I hate having to pay such ridiculous high repair cost." - Well mannered hypothetical player
  • "Item repairing sucks! I hate the game! I hate the game developer!" - Non-well mannered hypothetical player
   Of course players can believe repair is a cool mechanic because it was just like the "real world" where things get old and need maintenance. But that's Immersion and has to do with the Meaning. Virtual goods have no requirement of "repair". It's an arbitrary rule that will induce some degree of discomfort due being a Positive Punishment.
   Diablo III producers even had to reduce repair costs later after lots of players complained about the high costs, then they tried to offset this by making a new set of token trading options (NPC stores) with much more expensive "prices". You can check their patch logs to confirm this if you want.

   It's a temporarily solution since players will eventually stop spending money on these NPCs after they get all the new "goods". But, surely, before all players have these new rewards, these NPCs will reduce the amount of gold in circulation. Conclusion:
  • Making a good game currency requires the skillful use of the control a game developer has over both Token Input and Token Output.
    It's required to combine principles from Economics, Psychology and pure Math to make a better currency. Next time, expect an article with applied algorithm building:
NPC Pricing - There are more options than you think

References:
Gold Sink (Wikipedia)
Hyperinflation (Wikipedia)
Inflation (Wikipedia)
Virtual Economic Theory: How MMOs Really Work (by Simon Ludgate - Hosted at Gamasutra)