Alright, so recently I’ve had a reintroduction of MMORPGs in my life, stretching from Ragnarok Online to Fiesta Online to RuneScape to Neopets and other generic MMOs. I’ve decided to look at these games from an analytical point of view rather than simply a “let’s have fun” point of view, to see why these games are fun.
Since Neopets is so different from everything else, I’ll start with this one. If you don’t know what Neopets is, you’re a sad sad person. Anyways, I recently returned to it, and I have a few comments to make. Firstly, it’s fairly obvious that the neopoints system is broken. It’s so broken I can’t really describe how broken it is. With basic marketing skills, you can make a huge sum of cash. Why is it so in Neopets?
There aren’t enough cash sinks. When you “play” Neopets, you’re usually just going around the Games section of the site, playing your favourite games, and collecting Neopoints for your scores. Because almost everyone does this, this is a HUGE source of Neopoints. As we know, if the number of Neopoints rises quicker than the number of items, then inflation occurs and Neopoints lose value, and overall, things get more expensive. This source of income makes the economy very unstable.
Compounding the problem is the lack of cash sinks. In an ideal game, the sources of cash would equal the number of cash sinks, or possibly slightly less to account for player growth. This is not the case with Neopets, however. Almost every place where money can go out, more money can come in. (case in point: Wheel of Excitement). The only reliable sink of Neopoints are the NPC shops. You might think, well there are player shops too, right? But those don’t act as cash sinks, because thye simply transfer Neopoints from one player to another. Upgrading the shop is a cash sink, yes, but the shop itself is not. The problem with the NPC stores is that their stocks are way too low. Thus, a few minutes after they restock, they’re all empty again. This cycle is why Neopoints are so undervalued, and items are so expensive.
Moving on, we see RuneScape. RuneScape is very similar to Neopets. There is no control system set on the economy, basically, and it is allowed to grow and change with ingame events, hosted or not. For example, some items that were only given out on special anniversary events years ago have become “rares”, with sky-high values because of supply and demand. Unlike Neopets, however, this system works significantly better because of the abundance of both sinks and sources. This allows prices for normal commodities to remain fairly stable over long periods of time (i.e. yearly averages). However, due to the lack of an economic restraint, day-to-day prices vary. Coal, for example, can sometimes go from between 100 GP per unit to 200 GP per unit. This provides tremendous opportunity for merchants to buy low, and sell high.
Next up is EVE Online. EVE is a spaceship game, where most of the control of the entire game is given to the players. There are measures in place, of course, but overall it is a lot freer of an MMORPG. Like the rest of the game, EVE has a stable, but still player-controllable economy. EVE is divided into several regions, and each region has its own individual market. Because prices vary market-to-market, a profit can be made buying from one region, shipping the goods to another region, and selling it. Unlike other games, however, there is no real “safe” space in EVE. There are places with heavy police activity, but often you’ll die before the police arrive if the pirate is skilled. Thus, the trader must make an important decision: be ineffective, and fly a combat ship to transport only a little bit of goods at a time, or fly a vulnerable transport ship, and risk having your goods destroyed? Overall, it is very similar to RuneScape, with more of a risk-vs-reward factor in it.
Now I’ll discuss your “typical” MMORPGs. These games, like MapleStory, World of Warcraft, etc… have economies heavily influenced by NPCs. Many items that you want will be available from an NPC store, somewhere, and prices usually vary depending on distance to the store. For example, right next to the store would be the people who desperately need more cash and are thus selling it at below-NPC prices, whereas far away, a merchant might be looking to make a profit by having above-NPC prices on items that are frequently needed. This is easily the most stable economic model, as no matter how much money you have, unless something screws up very badly, the price of items available at the NPC will remain constant. If there is severe deflation, however, caused by excessive drainage of cash, the economy could sink and most items would become available at below-NPC costs. This is rare, however.
Even this model, however, will have items that are unable to be purchased from an NPC. In MapleStory, this took the form of extra stats items that were only dropped by monsters, as well as scrolled items, which only had a chance to work. In a nutshell, this gave the items a huge layer of flexibility. A sword might only cost 10000 mesos from the store, but perhaps if there was a sword with 2 extra attack dropped from a monster, it would be worth 20000 mesos. Then, if that sword was successfully scrolled with 6 out of 7 60% chance attack scrolls, the price would skyrocket into the millions. These variables are not constant, however, as long as the upgrade scrolls are not available directly from NPCs, as then the supply would change day-to-day, and with it, the price. Even if the scrolls were available from NPCs, luck with how good of a weapon you get would play a huge factor, and if there was a lucky day where several awesome weapons were made, the relative value of those weapons would go down.
Just some stuff to think about, the next time you hop into an NPC store for some goods.
- Vinny