#98 - Jan. 24, 2013, 10:55 p.m.
Let’s make sure to keep a few things in mind when discussing:
1. No single person represents the population, do not assume that you do
2. These forums are not representative of the population
We should attempt to make our arguments based on what we know, not based on who we think has the largest amount of public opinion (Even if a large portion of the populace does agree with your side, using that as evidence is a logical fallacy).
This statement:
2 ) Player “has his” and feels entitled to defend the misery of the vast majority of players who just want to be able to advance at a reasonable pace in a game (without their experience held hostage to insufferable people who are psychologically dependent upon the deprivation of others)"
isn’t helpful.
I don’t mean to pick on you plasma, because you’re solid. To make it up to you I’ll discuss your points (though this sounds vastly narcissistic, I don’t mean it to be, just don’t have a lot I can give you. I’ll tell you the quantity traded of any item over the last 24 hours
or something similar )
As a reminder from intermedate levels, many assumptions about what make “pure free markets” healthy break down under scrutiny (both in mmos and often in the real world, but MORE often in mms), including but not limited to:
I assume here you are referring to market failures occurring in natural markets. I would argue this happens significantly more often in the real world, but that may be a larger discussion.
1 – ease of entry for competition (both direct and indirect substitution)
2 – perfect distribution of information
3 – high elasticity of demand for any one product
4 – perfect liberty to bring goods to market (in the real world, when sugar gets too high, companies can sub in corn syrup. Not in any MMO i’ve seen)
1. MMOs are fantastic for this, especially GW2. There is nothing I can think of in the game that players can’t decide to enter into the market for because everything in the game you can just go get, there’s no stopping you.
2. There is imperfect information, but there is significantly less imperfect information than the real world. There is also less market failures associated with imperfect information because of homogeneous goods. Homogeneous goods are one really cool thing about virtual economies.
3. This isn’t unique to MMOs or the real world, neither are the actions associated with it. It’s possible I’m missing the point on this one.
4. For this I would argue the opposite. MMOs are notorious for substitute goods. Especially when it comes to stats, I can change rarity, type, order of stats in a myriad of combinations with less than a 1% change in my total effectiveness. Switching to corn syrup causes significantly more than a 1% change in a product.