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Frozenfire's Economy 103 Essay - January 2002
With the economy in ruins,
there is a strong need for change. So far, we have covered two of the main
problems - (uneven) inflation and severe imbalances in the risk/reward ratio
(or even the lack of one) . If you have missed these two updates, please look
for them in the <a
href=”http://www.uopowergamers.com/a-jan02.shtml”>January
Archives</a>. In this last piece on the economy, I will argue that
self-sufficiency is bad for the economy.
Since day one, players have
been selling treasure they have looted, items they have crafted or pets they
tamed. At times it seems that almost anything can be sold, as long as you can
find someone in need of it. The reasons for wanting an item are mainly twofold:
<b>Utility</b>, i.e., a sword is useful for a fighter and a tamed
horse can be ridden. <b>Status</b> is also a strong factor and many
items have no practical use in the game, but still sell for large sums of gold.
The whole rares trade is a testament to this need. In a sense, there is a third
reason for demanding goods, and that is speculation. There are some players who
buy goods low and resell them at a higher price, just as many traders do in
real life.
These economic dependencies
all add to the atmosphere of the game. They provide you with reasons to meet
and interact with other players. Without player interaction, why play an online
game? There are more than one way to interact, of course. Even a PK and his
victims interact. As reasons go, trade is a major way to bring people together.
People can choose to interact on a whim too, talking about anything and
everything. The reason economic interaction is so important, in my mind, is
because its interaction driven by the game logic and adds to the illusion of
that persistent state world we all like to play in. Without context, UO becomes
less of a game and more of a chat room.
UO has several features to
support economic interaction: craft oriented skills and vendor deeds that can
be placed in player owned housing. But supply is nothing without demand.
Basically, since everyone can start five characters, each with 700 skill
points, it’s common practice to have a “mule” on each account. This trend
accelerated after the introduction of power hour, when skill gain was made much
easier. Before, it required perhaps 100K ingots and many hours of work to GM
Blacksmithy, something only few players would choose to do, and only if they
really wanted to play a smith. Nowadays, many more players have their own
smiths,. Once they do, they don’t
really need to go looking for someone else’s smith to craft them a suit of
armor - they just make it themselves for the convenience of having one. And
with 700 skill points a power mule -the ultimate in convenience - can look like
this:
GM Blacksmithy
GM Fletching
GM Carpentry
GM Tailoring
GM Tinkering
GM Inscription
GM Alchemy
I think that’s a very
uncommon template, but its very doable. You’re now basically self sufficient,
as far as player craftable goods go) and you still have 4 other characters to
do all you out-of-house playing.
Now this is an extreme example, but the
trend is not looking good. Anyone who has a mule with at least 3 craft skills
please raise your hand. Thanks, you can all take them down now. Glassblowing
and Stone masonry added to the attractiveness of the craft skills they were
based on, and even more people went out and GMd these skills. BODs clearly
increased the number of smiths on all shards, and as Carpentry and Tailoring is
included in the BOD system, expect the ranks of those crafts to swell
considerably. Evocare had this to say om the subject: <i>"In addition, I find it
hard to find a serious fault with the BOD system in regard to its effect of
causing many more players to want to have blacksmith characters. Is it a bad
thing that we introduced a presumably fun new metagame that caused a character
type to become considerably more popular?
Although it has increased the supply of blacksmithing goods for now, it seems to
me that causing players to want to play characters they hadn't previously
considered would be something we want to achieve more often! If anything, it
would seem we need to achieve this same level of success for many more
character types, making it more difficult for players to be self sufficient in
every aspect of the game.</i>
And he is, of course right.
Yet I don’t agree, because he is not seeing the whole picture. Evocares logic
is akin to the general who won the battles but lost the war. If everyone can do
everything on the same shard, the need for players to craft goods and sell to
each other is gone. And BODs for every craft doesnt do anything to stop self
sufficiency, as my template above demonstrated. Since everyone are used to
their 5 slots, we will have to live with that, because implementing a 1
character/shard limit now would be tantamount to a shard wipe. While that would
reset fix the economy, it’s also an approach with results like loosing the baby
when emptying the bathtub (nm its a Swedish saying directly translated, but you
get my meaning).
A first step would be
awareness of how the economy as a whole work and then implement small steps to
increase the interdependencies in the game. Learning stone masonry and
glassblowing should not have been as simple as reading a book. At the very
least, they should require other supporting skills (like many house add-ons do)
or even new skills of their own. Something could also have been done about the
raw materials (sand/granite) which are plentiful. Had they been made
significantly harder to obtain, more players would opt to buy from a fellow
player instead of making their own items. Steps like these mean that fewer
players would opt to take up the skill. And by Evocares measure, the new
features would be less successful. On the other hand, if you consider the
economy as a whole, the end result would have been much better. Id rather loose
the battles, if that wons me the war- But thats me.
After UO:R, the scroll
business lost out big time, as inscription was given a role in PvP
(RA/Protection to be more specific). Ever since, scribe mages have become
common PvP characters and inscription was made redundant on many a mule. Also,
demon scrolls needed for resist, can now be made while training inscription -
instead of buying from another player. A wiser choice would have been to have,
say, Spirit Speak take the place of Inscription, since SS is currently useless
and is not tied into the economy in anyway.
The UO economy is a
delicate thing; any change to either supply or demand will have a noticeable
impact. It is better to understand and consider the effect on the economy at
the design stage, instead of reacting (if at all) to unanticipated aftermaths.
That is, if OSI aims to revive the player driven economy that was hailed as a
major break through when UO was launched. From the UO box: <i>"With
its own virtual economy and ecology, Ultima Online is unmatched in realism.
Monsters roam the countryside in search of food. Limited resources create a
market ruled by supply and demand:"</i>. Players stay longer in UO
than the average game, because of the friendships and bonds meed between
players. Without player interaction, UO is reduced to patching short term
content in the form of new items or monsters (pixel crack in the words of our
Forum users). And besides, what does pixel crack matter when there is noone
else around to share it with you? Self sufficence reduces the need to interact
within the game context, and that’s why its bad for the economy and UO.
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