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

 

Continue reading

Artificial price floors in EVE: a lesson in economics and game design

Back in 2008 mineral prices in EVE online reached an artificial bottleneck that the developers had not foreseen. The problem was fixed soon after it was recognized, but the story itself highlights how interconnected artificial economies can become.

There are some basic gameplay aspects that need to be explained before I can proceed. First of all most of the goods in EVE online that players use are produced by other players. These goods are constructed using 8 basic mineral types. The minerals can be sold on markets just like any other good, and their prices tend to dictate the costs of all player made goods in EVE. The most common mineral type is named Tritanium. It is required for the construction of just about all goods, and it is traded in large quantities everywhere in the EVE universe. Continue reading

Going Meta, A public choice commentary on developers

Before I came to the sporder blog, I had just started my own blog about the economics of EVE online. The blog has been discontinued, but I have a couple of relevant posts that are worth sharing with the sporder readers. Below I have posted my post on describing the role of developers in managing virtual economies:

I wanted to take a break from my analysis of EVE online, to take a wider look at the MMO market. Specifically, what kind of incentives drive the design choices of MMO developers. The most obvious thing to point out is that these are profit driven companies.  This would normally be the end of a public choice discussion, but for economic actors within virtual worlds the developers face a less simple set of incentives. This article will hopefully clear up what incentives developers face, and why it is unique. Continue reading