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Economics of Minecraft

alicemaz.com

11–20 of 115 posts

Re: Economics of Minecraft

#11
I grew up playing minecraft and got into a medieval role-playing server. This RP server taught me a lot about having moderation responsibilities and politics between city-states of users. Also coming from a small town, it was fascinating talking with people all over the world (mostly Scandinavians though)

One server you might be interested in looking at is 2b2t[1], which is a vanilla server which had the same map since 2010 and has no rules -- Hacked clients are "allowed" since nobody gets banned for anything! Me and a large group of people from another forum tried creating a republic there and I learned a lot about how to organize large groups that would split off into peripheral bases in a very hostile environment. Reading stories like this really makes me nostalgic for those days!

If anyone knows any servers that have trading communities and mechanics like the OP, please let me know!

[1]http://www.jamesrustles.com/2016/12/2b2t-history-2010-2016.h...

Re: Economics of Minecraft

#13
If you liked this read, look into the upcoming ‘One Hour One Life’. Here’s the description:

“A near-infinite, persistent online world full of untouched wilderness. Build a new civilization from scratch, starting from rocks and sticks. When you join the game, you're born as a helpless baby, with another player as your mother. Each minute marks a passing year, and over the course of an hour, you will live a full life, having children of your own along the way in the form of other players, then growing old yourself, and eventually dying. Hopefully, in your brief lifetime, you can make your own small contribution to this growing world, passing something useful down to your children and grandchildren.”

I have no affiliation with the developer, other than enjoying his previous games.

Re: Economics of Minecraft

#14

How have the economics worked out for MS? Have they gotten a return on their investment?

Not really the point of this discussion...

That said, I suspect Microsoft views less as 'return on investment' and more as value of having Minecraft on Xbox / Windows Store as an immediately recognizable title, just like how they acquired Halo to do the same back in the day.

Re: Economics of Minecraft

#15
That was a really fun to read, well written piece.

Definitely makes me interested in trying something like this - does anyone know of any other games that have similar economy aspects?

Re: Economics of Minecraft

#16
i follow alice maz on twitter (@alicemazzy), was surprised to see her on the front page here. not sure I agree with about half of what she says but she's always insightful and interesting nonetheless. if you do twitter she's worth a follow.

Re: Economics of Minecraft

#17
post #6

I wonder if other societies would play Minecraft differently. Would people coming from a more egalitarian background do things like this?

Depends what you mean by "egalitarian" for starters. E.g. socialists come in many shades - some want redistribution for the sake of some measure or other of fairness, while some see redistribution as a means for the poorer in society to demand a better deal.

Assuming that people actually bring their ideals to a game - which is by no means certain (my Civilization-style games tends to end with total war because it's fun when nobody gets hurt for real), the two (and numerous variations) would lead to very different results, and such results would also depend greatly on ability of in-game enforcement.

E.g. you can't have a revolution and change the mode of production if the mode of production is hardcoded into the server (property right enforcement; protecting capital; inability for the in-game community to set and enforce their own law rather than rely on the mods) - unless of course the mods are in on it.

The latter, I think highlight a lot of the difficulty in getting such societies to be good simulations rather than "good enough" simulations for specific types of games: they tend to take a lot of shortcuts in enforcing certain rules "out of game" because having malleable but reliable in-game government and law enforcement is really hard to do with NPC's and requires a fairly big and dedicated user base to make viable with human players, and a lot of the potential strife it would lead to may not fit most games.

When the worst case consequence of a failed attempt at in-game revolution, coups or large scale war is that you "burn" an account, and empathy can be expected to be stunted by lack of perceived real world consequences for your victims, it's much harder to expect people to behave.

Re: Economics of Minecraft

#20
I used to do something similar in WoW, but less on the "know every item in the market", mostly just a few crafting subsegments. There was a Auction House plugin that let you monitor/record prices, so it was easy to learn the normal price/supply of materials. Especially for things that didn't trade at a high volume, it was easy to see that some uneducated player had listed a single jewel at .5x the actual value and then auto-buy and flip it for 100 Gold profit. As OP says, I do miss that feeling of completely understanding something and being able to ruthlessly exploit it.
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