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Author Topic: "Game" theory
clockwork
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posted 20 July 2004 05:15 AM      Profile for clockwork     Send New Private Message      Edit/Delete Post  Reply With Quote 
I read this:

quote:
Seriously, Shane might be on to something. I have seen board games and computer games in which one spends money or credits on military equipment and then also receives influence/status points. These games are obviously based on real diplomatic and wartime situations.

and my memory was jogged. Happily, because of google, my memory is also distributed:

quote:
To fill his evenings, Castronova did what he'd always done: he played video games. In April, 2001, he paid a $10 monthly fee to a multiplayer on-line game called EverQuest. More than 450,000 players worldwide log into EverQuest's "virtual world." They each pick a medieval character to play, such as a warrior or a blacksmith or a "healer," then band together in errant quests to slay magical beasts; their avatars appear as tiny, inch-tall characters striding across a Tolkienesque land. Soon, Castronova was playing EverQuest several hours a night.
Then he noticed something curious: EverQuest had its own economy, a bustling trade in virtual goods. Players generate goods as they play, often by killing creatures for their treasure and trading it. The longer they play, the more powerful they get ? but everyone starts the game at Level 1, barely strong enough to kill rats or bunnies and harvest their fur. Castronova would sell his fur to other characters who'd pay him with "platinum pieces," the artificial currency inside the game. It was a tough slog, so he was always stunned by the opulence of the richest players. EverQuest had been launched in 1999, and some veteran players now owned entire castles filled with treasures from their quests.

Game Theories

[ 20 July 2004: Message edited by: clockwork ]


From: Pokaroo! | Registered: May 2001  |  IP: Logged
charlieM
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posted 22 July 2004 02:15 AM      Profile for charlieM     Send New Private Message      Edit/Delete Post  Reply With Quote 
it also just simply reflects the capitalistic world we live in.
From: hamilton | Registered: Jul 2004  |  IP: Logged
Fidel
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posted 22 July 2004 02:48 AM      Profile for Fidel     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Originally posted by charlieM:
it also just simply reflects the capitalistic world we live in.

Ah yes. Humanity endured centuries of slavery and economic feudalism, Dark Ages and finally to the birth pangs of democracy. Look how far and fast we've come since the revolutions.

There are those who long for the bad old days of imperialism to return. We were only as far away from a return to global slavery as Adolf Hitler.


From: Viva La Revolución | Registered: Apr 2004  |  IP: Logged
wei-chi
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posted 22 July 2004 03:52 AM      Profile for wei-chi   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
Don't forget that EverQuest had glitches in it, that allowed people to unfairly make money hand over fist.

Then they sold this money on e-bay for REAL money.

This caused hyper inflation in the gameland.


From: Saskatoon | Registered: Jun 2002  |  IP: Logged
Baldfresh
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posted 22 July 2004 03:12 PM      Profile for Baldfresh   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
I read the article a couple of weeks back; pretty damn fuct if you ask me. Which no-one did, but nonetheless . . ..

"He gathered data on 616 auctions, observing how much each item sold for in U.S. dollars. When he averaged the results, he was stunned to discover that the EverQuest platinum piece was worth about one cent U.S. — higher than the Japanese yen or the Italian lira"

"Castronova found that the average player was generating 319 platinum pieces each hour he or she was in the game — the equivalent of $3.42 (U.S.) per hour. "That's higher than the minimum wage in most countries"

"The Gross National Product of EverQuest, measured by how much wealth all the players together created in a single year inside the game. It turned out to be $2,266 U.S. per capita. By World Bank rankings, that made EverQuest richer than India, Bulgaria, or China, and nearly as wealthy as Russia."


Some flaws in the theory, of course; it doesn't look like he's taken into account that they have to pay to play, have to have a (hispeed I would imagine) internet connection, a decent comp, etc. Still, quite interesting.


From: to here knows when | Registered: May 2004  |  IP: Logged
Cougyr
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posted 22 July 2004 06:00 PM      Profile for Cougyr     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Castronova submitted his original EverQuest paper to a few economics journals. They rejected it instantly. One reviewer wrote a snippy note saying he preferred "to stick with things that are real rather than virtual."

That's more than a virtual problem. I was so fascinated that I tried to explain some of it to my wife. As soon as I used words like "game" and "virtual" she just glazed over, not interested in its real world lessons.


From: over the mountain | Registered: Nov 2002  |  IP: Logged
Rufus Polson
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posted 22 July 2004 08:26 PM      Profile for Rufus Polson     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Originally posted by charlieM:
it also just simply reflects the capitalistic world we live in.

It may more precisely reflect the capitalistic game companies running them.

But also, there are a lot of things we like as games that we don't like so much in reality. I can see people wanting this capitalistic, work-your-way-to-stardom approach in a game. For reasons similar to why they often want the kind of wide scale violence found in Everquest or, for that matter, Starcraft: It's fun in a game, where the risk isn't real. It's sort of like Tolkien's comment in The Hobbit when he skips briefly over the stay at Rivendell, that things which are very enjoyable to experience often make very boring stories, while things which you would never want to have happen to you may make very good ones.


From: Caithnard College | Registered: Nov 2002  |  IP: Logged
BLAKE 3:16
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posted 22 July 2004 10:03 PM      Profile for BLAKE 3:16     Send New Private Message      Edit/Delete Post  Reply With Quote 
Through circumstance I ended up at an obligatory Survivor-spoof party last night. Knowledge of Games Theory seemed to be lacking, but a deep understanding/practice was in operation. Out of twelve people I was voted out first (thankfully (the later "challenges" involved throwing paint at people)). A couple of us ne'er-do-wells were thrown off, and then the person I thought most able was turfed. A very interesting take on competition, as opposed to nakd power struggles. One cooperates to a point and then --

The irnoy of the whole hting as that it was financed municipally and was for "team building". It's very weird when social services aspire to ruthless capitalist competition.


From: Babylon, Ontario | Registered: Aug 2002  |  IP: Logged
charlieM
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posted 22 July 2004 11:00 PM      Profile for charlieM     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Originally posted by Rufus Polson:

It may more precisely reflect the capitalistic game companies running them.

But also, there are a lot of things we like as games that we don't like so much in reality. I can see people wanting this capitalistic, work-your-way-to-stardom approach in a game. For reasons similar to why they often want the kind of wide scale violence found in Everquest or, for that matter, Starcraft: It's fun in a game, where the risk isn't real. It's sort of like Tolkien's comment in The Hobbit when he skips briefly over the stay at Rivendell, that things which are very enjoyable to experience often make very boring stories, while things which you would never want to have happen to you may make very good ones.


Games designed by companies are not designed for the companies. When a board game is being designed what they are thinking is "how can we sell a lot of these" which can also be thought of as "what will people enjoy doing". Obviously in the society we live in people like doing what is best for them. But, people also want excitment without risk. Im starting to get the feeling im way off topic?


From: hamilton | Registered: Jul 2004  |  IP: Logged
BLAKE 3:16
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posted 22 July 2004 11:14 PM      Profile for BLAKE 3:16     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Im starting to get the feeling im way off topic?
Yeah you are. Games theory is not about entertainment but about individualist rationality.

From: Babylon, Ontario | Registered: Aug 2002  |  IP: Logged
Cougyr
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posted 23 July 2004 01:01 AM      Profile for Cougyr     Send New Private Message      Edit/Delete Post  Reply With Quote 
Although Castronova is relatively new to the scene, I remember business people talking about games theory back in the eighties. At that time, of course, they took their examples from more traditional games.
From: over the mountain | Registered: Nov 2002  |  IP: Logged
Rufus Polson
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posted 23 July 2004 02:43 PM      Profile for Rufus Polson     Send New Private Message      Edit/Delete Post  Reply With Quote 
Guys? This thread is not originally about games theory in the usual sense. It's a pun on it, if anything--it's about theories relating to the way things have been happening in massive multiplayer online roleplaying games and the virtual economies they develop, and the odd interactions between those virtual economies and the real world. Check out the article linked at the beginning of the thread.
From: Caithnard College | Registered: Nov 2002  |  IP: Logged
arborman
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posted 23 July 2004 02:52 PM      Profile for arborman     Send New Private Message      Edit/Delete Post  Reply With Quote 
I found the article quite interesting, though a bit credulous.

I actually considered doing something similar when I was tossing about for a thesis topic, but shied away and went down a different road entirely.

A lot can be learned about how people behave when you get them in tightly controlled environments, like an online videogame, with tens of thousands of others. Particularly when you can control all the non-human variables.

It has at least as much value as mainstream economics, where they simply 'assume away' all the variables that might mess with their precious theories.

I'm actually amazed that academics aren't working with video game developers to try out some nifty studies. There are so many options for tweaking the variables.

The limitations would be on: popularity of the game, demographic of the participants, and some research ethics questions. These could no doubt be dealt with if there were a sufficiently imaginative team put together.


From: I'm a solipsist - isn't everyone? | Registered: Aug 2003  |  IP: Logged
Cougyr
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posted 23 July 2004 04:17 PM      Profile for Cougyr     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Originally posted by Rufus Polson:
Guys? This thread is not originally about games theory in the usual sense. It's a pun on it, if anything--it's about theories relating to the way things have been happening in massive multiplayer online roleplaying games and the virtual economies they develop, and the odd interactions between those virtual economies and the real world. Check out the article linked at the beginning of the thread.

Yes, I read the article, and it's fascinating. And you are right. But is this virtual economy really different than the economy that surrounds hockey? Sure, hockey exists in a tangible sense, but it (and other sports) has generated a huge economy that has little or nothing to do with the actual game. Using Castronova's method, hockey has to be one of the richest economies in the world. Does it really make a difference if people make money over a tangible game versus a virtual game?


From: over the mountain | Registered: Nov 2002  |  IP: Logged
VoiceofTreason
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posted 23 July 2004 04:56 PM      Profile for VoiceofTreason     Send New Private Message      Edit/Delete Post  Reply With Quote 
[post erased to make way for appology]

[ 23 July 2004: Message edited by: VoiceofTreason ]


From: Toronto | Registered: May 2004  |  IP: Logged
Rufus Polson
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posted 23 July 2004 05:00 PM      Profile for Rufus Polson     Send New Private Message      Edit/Delete Post  Reply With Quote 
Point.
From: Caithnard College | Registered: Nov 2002  |  IP: Logged
VoiceofTreason
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posted 23 July 2004 05:27 PM      Profile for VoiceofTreason     Send New Private Message      Edit/Delete Post  Reply With Quote 
...i had one but escapes me now...and re-reading that leaves me drawing a blank.

sorry.


From: Toronto | Registered: May 2004  |  IP: Logged
al-Qa'bong
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posted 24 July 2004 04:18 AM      Profile for al-Qa'bong   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Seriously, Shane might be on to something. I have seen board games and computer games in which one spends money or credits on military equipment and then also receives influence/status points. These games are obviously based on real diplomatic and wartime situations.

Just in case, I was being sarcastic. This post was in answer to Shane's claim that if Canada spent more on war toys we'd have greater influence on Iranians.

Carry on...


From: Saskatchistan | Registered: Feb 2003  |  IP: Logged

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