Quotulatiousness

May 22, 2013

Hyperinflation in Diablo III

Filed under: Economics, Gaming — Tags: , , — Nicholas @ 00:02

At the Ludwig von Mises Institute blog, Peter Earle looks at the “virtual Weimar” economy of Diablo III:

As virtual fantasy worlds go, Blizzard Entertainment’s Diablo 3 is particularly foreboding. In this multiplayer online game played by millions, witch doctors, demon hunters, and other character types duke it out in a war between angels and demons in a dark world called Sanctuary. The world is reminiscent of Judeo-Christian notions of hell: fire and brimstone, with the added fantasy elements of supernatural combat waged with magic and divine weaponry. And within a fairly straightforward gaming framework, virtual “gold” is used as currency for purchasing weapons and repairing battle damage. Over time, virtual gold can be used to purchase ever-more resources for confronting ever-more dangerous foes.

But in the last few months, various outposts in that world — Silver City and New Tristram, to name two — have borne more in common with real world places like Harare, Zimbabwe in 2007 or Berlin in 1923 than with Dante’s Inferno. A culmination of a series of unanticipated circumstances — and, finally, a most unfortunate programming bug — has over the last few weeks produced a new and unforeseen dimension of hellishness within Diablo 3: hyperinflation.

[. . .]

Two obvious solutions for managers of virtual economies include more vigilant bot restrictions and close — indeed, real-time — monitoring of faucet output, sink absorption, prices, and user behaviors. More critically, though, whether structured as auctions or exchanges, markets must be allowed to operate freely, without caps, floors, or other artificialities. Unrestricted (real) cash auctions would for the most part preempt and obviate black markets.

One also surmises, considering the level of planning that goes into designing and maintaining virtual gaming environments, that some measure of statistical monitoring and/or econometric modeling must have been applied to Diablo 3’s game world. The Austrian School has long warned of the arrogance and naïveté intrinsic to applying rigid, quantitative measures to the deductive study of human actions. Indeed; if a small, straightforward economy generating detailed, timely economic data for its managers can careen so completely aslant in a matter of months, should anyone be surprised when the performance of central banks consistently breeds results which are either ineffective or destabilizing?

May 17, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 12:14

My weekly Guild Wars 2 community round-up at GuildMag is now online. The new chapter of the living story, Secret of Southsun, went live this week and there’s lots of discussion, advice, and enthusiasm, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

May 10, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:17

My weekly Guild Wars 2 community round-up at GuildMag is now online. The next chapter of the living story, Secret of Southsun, will be going live next week and there’s much anticipation for what will be included, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

May 3, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:11

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week has lots of reaction to the final chapter of the Flame and Frost living story and some analysis of the GW2 end-game economy, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

April 26, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:24

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week has lots of information about the final chapter of the Flame and Frost living story and new sPvP features plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

April 19, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 10:14

My weekly Guild Wars 2 community round-up at GuildMag is now online. This is going to be a busy weekend, as ArenaNet is holding another free trial (keys were distributed through several fan sites), plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

April 15, 2013

Free trial weekend for Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 12:42

ArenaNet has teamed up with several fan sites to offer trial keys to Guild Wars 2 this coming weekend:

Now’s your chance to see what changes we’ve made to the most critically acclaimed MMO of 2012! From April 19-21, 2013 we’re hosting another huge Guild Wars 2 free trial weekend.

We’re partnering with the following websites to distribute serial codes for the upcoming free trial weekend:

  • Ten Ton Hammer
  • GameSpot
  • Twitch.TV
  • MMORPG
  • Curse
  • PC Gamer
  • ZAM

April 12, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:52

My weekly Guild Wars 2 community round-up at GuildMag is now online. The big news this week is that several fan sites will be giving out weekend trial keys for GW2 for next weekend, ArenaNet teases the final chapter of Flame & Frost, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

April 5, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 12:33

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week’s round-up is filled to the brim with reactions (almost universally positive) to the Super Adventure Box, ArenaNet’s non-foolish April Fool gift, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

April 1, 2013

Sneak peek into the Guild Wars 2 April update

Filed under: Gaming, Humour — Tags: , , — Nicholas @ 08:44

At GuildMag, Ollannach has an exclusive scoop on what we’ll be seeing in the April patch for Guild Wars 2:

In an upcoming exclusive GuildMag interview, ever-smiling Colin Johanson spilled the beans on a major part of the upcoming April patch! While details are as scarce as ever, Colin let us know that along with the conclusion of the Flame & Frost series, we’ll be seeing a major overhaul to Guilds and the introduction of Guild versus Guild. Colin gave us a private scoop on how Guild versus Guild will play out in Guild Wars 2.

March 29, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:44

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week’s round-up has lots of reaction to the big March WvW update, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

March 28, 2013

“Gaming in the 1970 and 80s felt a little like being into punk rock”

Filed under: Gaming, Media — Tags: , , , , — Nicholas @ 09:32

Explanation of the headline: gaming in the 70′s was like being into punk because it was very much an outsider interest, you had to go well out of your way to find it, and it was cool (at least to you, not so much to your family and non-gaming friends). Peter Bebergal finds online caches of some of the classic gaming magazines of the day:

The Internet Archive is one of the great treasures of the internet, housing content in every media; texts, video, audio. It’s also the home of the Wayback Machine, an archive of the Internet from 1996. I thought I had explored the site pretty thoroughly — at least according to my own interests — but recently came across runs of some of the great gaming magazines of the 1970s and 80s; The Space Gamer, Ares, Polyhedron, The General, and — temporarily — Dragon Magazine. These magazines represent not only the golden age of gaming, but expose the thrill and excitement of gaming when it was still new, still on the margins. It was a time when gaming still felt a little, dare I say, punk.

Today, finding members of your particular community of interest is a Google search away, but in the 1970s the only way to be in contact with others who shared interests was through magazines. For many gamers, even finding the games could be difficult. Discovering the gaming magazines revealed an active gaming industry that still maintained a sense of being on the vanguard.

The earliest issues show off their newsletter origins. The Space Gamer and The General started off on plain paper in black and white. Even the first issues of Dragon look like a teenager’s fanzine, but the enthusiasm and energy are infectious. Who couldn’t love the introduction of new monsters for your campaign such as the Gem Var, a creature composed entirely of gemstone and that cannot take damage from bladed weapons. The artists, editors and letter writers were the best friends you had never met. Gaming in the 1970 and 80s felt a little like being into punk rock. You knew it was offbeat, knew that outsiders didn’t get it, but you also knew that this was cool. Even the advertisements and listings of conventions expanded the universe of gaming a thousandfold. Not unlike ordering 45s of unknown bands from punk zines, was sending away for microgames, miniatures and supplements from tiny game publishers.

While I wasn’t as much into the early roleplaying games, I was very much into wargaming and that was in the “respectable” part of the gaming ghetto until the boom in RPGs pretty much took all the oxygen out of the room. Of course, even in the “respectable” area, there were the Napoleonic grognards and the frisson-of-insanity East Front fanatics

March 22, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:53

My weekly Guild Wars 2 community round-up at GuildMag is now online. Lots of anticipation for the big March WvW update, a minor armour aesthetics issue on my mesmer, and the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

March 15, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , , — Nicholas @ 11:34

My weekly Guild Wars 2 community round-up at GuildMag is now online. The end of culling, ArenaNet’s relaunched website, interviews with developers and the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

March 11, 2013

Chris Kluwe on the PR disaster that was the SimCity 5 launch

Filed under: Business, Gaming — Tags: , , , , , — Nicholas @ 11:13

In addition to his “day job” as the punter for the Minnesota Vikings, and his public advocacy role in pushing for same-sex marriage, Chris Kluwe is also a gamer. In this latter persona, he was invited to review the new SimCity 5 release from EA games on behalf of PC Gamer. Business Insider had to bleep out a fair bit of raw Kluwe-ism in the aftermath:

Hi. I’m Chris. I’ve been playing SimCity ever since the Super Nintendo version, and I’ve always been a huge fan of the franchise (SimCity 3000 is my favorite). Thus, when PC Gamer came to me and said “Hey Chris! We want you to play the new SimCity 5 with us in our Celebrity SimCity region,” I wasted no time in responding with a resounding “Hell yeah!”

I mean, what could go wrong?

(Other than the inevitable giant lizards, meteor showers, and poor sewage planning that happen in every SimCity game)

[. . .]

At the time of writing this piece, SimCity 5 has been active for almost 62 hours. Of those 62 hours, I’ve been able to log in for around ten. Of those ten, four consisted of massive latency issues and corrupted games, so (quick calculation here), I’ve had access to the actual game for maybe 10 percent of the time I’ve had it. EA’s servers are, to put it bluntly, utterly bug[redacted], and there’s no option to play the game offline.

Therein lies the heart of my problem. SimCity is, at its heart, a single player game. Having access to other players’ cities is cool, but I want to build MY city, and I don’t want some [redacted], totally unnecessary “always on” DRM to keep me from playing the game (full disclosure: PC Gamer was kind enough to provide me with a download code for the game, so you can only imagine my rage levels if I had actually put money into EA’s pockets for this “experience”).

And now the math:

Sadly, EA seems to have failed to do some very simple math. Let’s look at an example. We’ll assume that for an amazingly successful game like SimCity, about 20,000 people will end up pirating it (those who have the technical knowhow and Internet savvy to find a working crack). I have 160,000 Twitter followers, of whom around 50,000 follow me for gaming. I just told those 50,000 people NOT to buy SimCity because EA cannot handle its s***, and the game is unplayable. We’ll say half those people listen to me and haven’t bought the game already. Soooo, carrying the pi, we see that EA is already out 5,000 more sales than if they had just created a normal, single player offline capable game with multiplayer components.

(Don’t forget, “always on” DRM also screws over people who don’t have access to Internet for large periods of time, like rural areas and travelers. More lost sales!)

In addition to the bad PR of a terrible launch experience, EA is also reportedly refusing to process refunds to purchasers despite having made this an explicit promise in their pre-release information package.

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