I would expect that the TF2 economy tends towards an equilibrium that is as simple as Yanis describes. This is probably not true in a game such as Eve. If one item is cheap to produce in on sector of space, and expensive in another, the equilibrium will reflect this fact: "arbitrage" opportunities will exist, and be stable, and be known by another name, "trade routes". There are real costs in transporting goods in Eve, for example the time cost of having a human pilot navigate a freighter, and the risk of being attacked by pirates.
In Eve you can have perfect information on the price and volume of transactions that occur, the movement of goods, the sovereignty of territory in which there are markets, the corporate affiliations of the people who operate firms and trade routes, and the wars and conflicts that arise between individuals and sovereign states. That sounds like an amazing playground for someone who is interested in liberal international relations, free trade and pacification, and any number of things that go beyond pure economics.
A simple economy can be more easily used to put predictions of basic economic theory to the test, as opposed to a complex one. So while I'd agree EVE offers even more interesting scenarios (and I say this as a big admirer of EVE), I'd say this analysis of a simpler model may be more instructive and clean-cut for economists.
The news item you linked to isn't a problem of someone misunderstanding economic principles, but of a simple mistake and the resulting bug - there shouldn't have been an additional reward for surviving cargo.
But I don't think the surviving cargo thing was a required factor for the LP loop, it only sped up their initial gains. When they figured out how to manipulate the game's idea of prices upward, they basically were able to exploit infinite arbitrage that resulted from the bits of hardwired game logic that made up part of the market without being subject to/responding to market forces.
I wouldn't blame him for it. Besides, all systems can (and will) be bent, broken, or subverted. Perfect identification of bugs is pretty much impossible. You can get a lot of obvious ones, and assume that the rest are above the ability/will threshold of the playerbase.
It's such a great, nuanced game that I thought it would attract the kind of players who would frown upon ingame purchases...and the fact that it's free also made me assume that most players would be the non-paying type. Glad to see that Valve's dedication to the game has some payoff to them.
Counterstrike is also another anomaly...but is it a game that Valve is putting in real resources to update? Maybe I should've said, TF2 is a relatively old for a first-person shooter that is still being actively supported.
Hell, they're letting their in-house economist study it. That's pretty good support in itself.
IIRC there was a website, the _____ goblin or so, which monitored every commodity on the auction house of each shard/battlegroup.
Heck, the Poster above saying that the wow economy is simpler than EVE may not be accounting for things like cross server arbitrage, which bring the complexity levels a bit higher.
We added what we call internally "currency items" which are homogeneous items that have an inherent use. For example, an item that rerolls the magic properties on another item. There are 22 of these types of items of increasing rarity.
Because they all have an inherent use, there is demand for almost all of them. Because there are so many, few people have a true understanding of what the current exchange rates are.
The rest of the items in the game are randomly generated, and are hard to pin down accurate prices on, especially with so many competing currencies. Experts can take advantage of the uninformed to trade up in value and frequently do.
You might ask why do we want to have an economy like that?
There is a large class of players for whom trading becomes a kind of end game. If your economy is complicated and interesting there is room for a huge range of skill levels, room for true expertise in the economy. The feeling of making a trade in which you gained advantage over another player is addictive and really fun.
Also - loved the beta weekend.
(niggle - mage power charges were hard to understand and a terrible ability to rush. Which I did. When it worked it was fun)
Edit: Will you now have treasure goblins? Also, how has your take on the RMAH changed now that its starting to open up and feel its way around?
- Barter still exists even though players are more sophisticated. Author expected to find one item becoming defacto currency, but that does not happen.
- Because barter exists, you can express the price of items relative to other items in the game, ie 1 lazer gun = 2 hats. It is theoretically possible to start with 2 hats and end up with 6 through multiple trades of items.
- Author then extrapolates a model for an economy like TF2 that has 35k items and 600M relative prices.
- TF2 is not in equilibrium, meaning lots of opportunity for arbitrage. Arbitrage opportunities are greatest when new items and sales are introduced.
- Assuming this "dis-equilibrium", author adjusts the model by accounting for frequency of trades, ie 1 lazer gun = 2 hats but may only be traded a few times, but lets say a new item, earmuffs, are added to the game and conversion rate is 3 earmuffs = 2 hats. This might be traded many times by players due to its introduction and inherent value to them.
- You can graph the value of these items over time to see if they can be arbitraged.
- My knowledge of statistics is rather weak, but it looks like if you compute the error rate, ie square root of the differences between normal model and adjusted model, you can monitor with real time data when arbitrage opportunities arise.
Grand summary: Gaming companies produce a ton of real time transaction data, and with this data it is possible to monitor economy dynamics in new ways that economists have previously been unable to do. If players had access to this data they can arbitrage more effectively, but more importantly for game designers it might be worthwhile to be knowledgeable about these effects so they can keep players engaged in the long term.
Video games are one of the great crucibles where everyone is born equal by default - and yet we have massive variance in wealth distribution by the end of it. You always have a select few who end up with enough power and own all the wealth.