The Benefits of Increased Population

Following up on Ryan’s post about population fears, I find it interesting that almost nobody ever mentions the substantial benefits of greater population. I’ll admit that I struggled with the economic arguments at first. It just seems so obvious that a population of billions is too much for the planet. My problem was that I was thinking of it as a physical problem rather than an economic one.

The economic argument for greater population is so simple that I’m surprised it didn’t occur to me right away. It rests on Adam Smith’s insight: “The division of labour is limited by the extent of the market.” Simply put, in a world of just one person, there would be no division of labor, and that person would (maybe) barely survive. With more people in the world, trade makes specialization and division of labor possible, greatly increasing each person’s productivity through economies of scale. Moreover, the range of consumer goods expands, as low-cost mass production of a good is economical only with a sufficiently large consumer market for that good. More people makes us all better off. Likewise, more trade makes us all better off.

As Matt Ridley argues in The Rational Optimist, as population has increased, our ecological footprint has shrunk. Greater division of labor has decreased each person’s ecological footprint so much that it more than offset the addition of more people. For example, greater efficiency in agriculture allows more people to move to cities and reduces the amount of land needed to produce food, both of which lessen our ecological impact. So more trade and more population is better for the planet too!

So rather than celebrate falling rates of population growth, we should really consider it as a bad thing, and encourage more child-having.

Matt Ridley Counters Pessimism About a 7 Billion Population

Matt Ridley writes in the Wall Street Journal about the recent U.N. projection of there being 7 Billion people living in the world as of Oct 31.  Unsurprisingly, most media outlets mention in the same breath the challenges that such an “overbearing” population brings with it – pressure on food, water, prices, and natural resources, as well as augmenting poverty and economic hardship.

These fears stem from the classic Malthusian fear that population growth will outstrip production, reducing the world into poverty, misery, and death.  Of course, technological innovation, capital accumulation, and market-price rationing of goods have allowed the world not only to avoid a Malthusian catastrophe, but to flourish with flying colors.  Yet it is always more popular to be a pessimist, and Malthusian fears have always lived on, especially among the “Green” movement.  Ridley tackles this pessimism head on in his book The Rational Optimist, arguing in a similar vein.   Continue reading

Emergent Game Genres: Less Real is More Real?

I was thinking earlier today about what the most successful game genres are that exhibit emergent gameplay most successfully.  This is interesting to study, but also necessary to think about when designing our own games to exhibit emergent gameplay and simulate markets.

To a large extent, the success of game in exhibiting emergent gameplay is a function of its popularity: as the more players there are playing a game, the more (diverse) content they will generate, and the more likely players will substitute their own ideas for inefficient game mechanics, others imitate them, and ultimately ingrain them into unintended game institutions.

Sometimes this also requires the ability of developers to scale a game, to expand it to massive gameworlds on servers capable of servicing thousands, even millions, of players. But again, this seems to be a function of the demand for a particular game – you won’t see massively multiplayer games that players by and large do not like.  Small, independent games can still attract players and/or turn a profit, but they do not garner a critical mass to require large servers or worry about scaling.  Perhaps this is because their genre only has a small group of devotees, and a “mainstream” game requires a genre that can capture the masses. Continue reading

Market Manipulation in EVE online

Below is a quote from a website of one of the major alliances in EVE online. Their plans are to crash a part of the EVE economy by cornering the market for an essential fuel. They speak in a lot of lingo, but that is the basic jist of their plans. This is fully within the games rules, and I’m guessing that the developers will not intervene.

http://www.kugutsumen.com/showthread.php?11617-Goonswarm-Shrugged-The-Gallente-Ice-Interdiction

Goonswarm Shrugged
help release this pubbie from his eternal burden. by suicide bombing him.

It’s time to inflict Goonswarm’s rage on Empire once again. Jihadswarm was a way for Goons to cause suffering and rage in unsuspecting pubbies, who (naturally) had no idea that they could be hurt in empire space. Unfortunately, Jihadswarm had few lasting effects on the EVE universe. By hitting everywhere, it failed to hit hard enough in any one spot. That all has changed now, as the finance team has come up with a way to hit a small slice of empire space, and yet have a much larger impact. The isolated pain of random pubbies is not enough. It is time for Goonswarm to hurt everyone in EVE, and so reap the misery of a wronged universe.

 

We’re going to wreck the entire EVE economy

 

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