ECONOMIC STAGES OF ONLINE GAMES -- SYNOPSIS

 

2005/11/13

 

INTRODUCTION

 

Do MMOGs offer advanced economic systems? Should they?

 

 

TABLE OF ECONOMIC STAGES

 

STAGE

TECHNOLOGY

ORGANIZING FORM

EXAMPLE

DATE

0. Prehistoric

handcrafting

barter

?

(prehistory)

1. Civic

agriculture

city

�atalh�y�k

ca. 5000 BC

2. Trading

currency

code of laws

Lex Duodecim Tabularum

ca. AD 1

3. Mercantile

printing press

banking

Bank of England

ca. AD 1400

4. Commercial

sailing ships

corporation

Dutch East India Co.

ca. AD 1600

5. Industrial

steam engine

factory

cotton mills

ca. AD 1800

6. Service

(special)

division of labor

Ford Motor Co.

ca. AD 1900

7. Information

computer nets

?

Internet

ca. AD 2000

 

STAGE 3: MERCANTILE ECONOMY

 

Printing press - While this ability would be useful in the game world, it isn't really required as long as players can communicate with each other outside the game world.

 

Banking - Allow in-game banks to loan a limited amount of money to established players, making banks the most important faucets from which money enters the economy.

 

STAGE 4: COMMERCIAL ECONOMY

 

Sailing ships - Allow expensive vehicles that can carry cargo faster than can be carried personally.

 

Corporation - Allow player groups that can "own" their own resources, survive the departure of their founders, and spread the risk of investments among members.

 

STAGE 5: INDUSTRIAL ECONOMY

 

Steam engine - Allow a large-scale but stationary and very expensive source of power generation.

 

Factory - Provide a crafting system that enables a stable group of unskilled players to work together in an organized way to mass-produce quantities of similar goods.

 

STAGE 6: SERVICE ECONOMY

 

Electricity, cars, and telephones - Increase the personal transportation, communication, and productive power of individual players.

 

Division of labor - Extend the crafting system to allow complex goods to be crafted by organizations of players with specialized skills.

 

STAGE 7: INFORMATION ECONOMY

 

Computer networks - Allow players to share knowledge in the form of player-created objects.

 

CONCLUSION

 

Why should online games offer more advanced economic capabilities to their players?