Business And Economy Archive
Thread: An overview and general discussion of SWG economic principles
Real World Concepts that do not apply to SWG economics
Fiscal Responsibility. As someone said, nobody here owes anything to shareholders or investors. Nobody here has to work for a living, or feed their kids with the profits of their piket missions. If you go bankrupt in the real world, you live in a dumpster. Here,there are no ramifications. You can quit this world any time with none of the associated problems of quitting the real world, such as leaving an unattractive corpse. What this means is that you cannot expect people to behave in a real-world fashion with their money. People can be as retarded as they like with it, and that is no more wrong or right than someone who tries to behave as if it were real money. This is as it should be - this is a game, and in a game, taking on responsibilities you don't want should not be required. However, this is fundamental to understanding SWG spending patterns - instead of looking at necessities and luxuries, you have to consider that the entirety of the market segment consists of teenagers with vast amounts of disposable income. And if they are not teenagers, they are adults acting like teenagers, like me. What this also means is that SWG businesses are created solely for the personal satisfaction of the owner, not for any other reason. And to say to someone that they are doing something wrong based on that is a difficult call to make indeed.
Regulatory Bodies. There are no laws to obey or circumvent here. Overt price-fixing is illegal in the real world, even though it goes on all the time. Antitrust laws also exist to prevent undercutting and monopoly, but no such regulations exist here. We are the creators of this economy, and we do it without any oversight whatsoever. We are at liberty to do whatever we wish - credit dupes, price-fixing, monopoly. These have significant effects on the economy - SOE can ban some dupers, but it still goes on, and surely no one is naive enough to believe that the untold billions of creds in the economy right now all came from baz nitch missions. When they say this is a player-created economy, it is just that - we and we alone create most of the conditions involved here. (There are a few developer-created conditions, such as the basic framework and the influx of loot, but they do not set prices or have any say in that - we do.) Many people say the economy is borked, and many people say also that the economy is to blame for struggling junior crafters. But nobody made this economy but us - while it is correct to say that no one person can alter the whole economy, it is also important not to underestimate the impact two or three people have on their whole field. This economy exists in the state we made it - no one person, but as a whole, and the impact that big players in the economy can have is quite considerable.
Research and Development. Unlike the real world, crafters in SWG are constrained by what they have to work with - they cannot innovate and develop new products. This then limits the playing field considerably - product differentiation is very small, and usually exists in hard numbers. There are some exceptions - armouring is reasonably complex, and so is BioEngineering, and food too to a lesser degree. Even weaponsmithing has a small amount of room to play, but by and large, we are severely limited in what we can make compared to the room for invention and innovation that exists in reality. This is not a fault of the game - no game could hope to encompass all of human creativity. However, it is an important factor to consider in any economic debate. Certainly innovation, whereby smaller companies can gain a technological edge over established ones, is not going to be an option for a junior crafter here.
Market Sustainability and Depreciation. In SWG, depreciation and decay is limited. Houses, harvesters, and so on do not wear out, or decay, nor do they lose intrinsic value over time. (They may lose extrinsic value, where the market values that product less, but that is not because the house got shoddy or its pipes leak.) This means that many products require no replacement, or require replacement solely at the whim of the owner. Real world companies are able to rely on sustained production and sustainability of a market. Crafters in SWG are not able to guarantee production - their production is limited by resources that no longer exist, a liability real world companies simply do not have, barring major disasters. Furthermore, there is no guarantee of a continued market - in the real world, more consumers are born every minute, but in SWG, the growth rate is dependent on the game's popularity, not how many people have a free moment and a willing member of the opposite sex. All of these apparently small factors add up to the fact that market growth and market sustainability are very different in an SWG economy - replacing broken things, getting new consumers, and so on are much more difficult for the SWG business than they are in a real
business.
Real World concepts that do apply to SWG economics
Supply and Demand. No economic treatise that is trying to sound really important is complete without mentioning supply and demand. Now that I've convinced you all that I'm a genius, let's move on.
Costs. All things have a cost, whether opportunity cost or real cost, and SWG businesses are no different. The costs of making something versus the costs of selling it must be weighed, even if that cost is just that you waste an hour or two better spent on homework or your girlfriend. All successful SWG businessmen are able to identify their costs, that's not in question. However, what those costs really mean is the next step, and that gets much closer to the core of the issues.
Marketing and product availability. While it's harder to market here than in the real world, where you have TV and radio and other mass media, the principles remain the same in SWG. Greater product visibility translates into more sales. The concepts of niche markets and product loyalty also exist, and are just as important as anything else in determining the success of a SWG business.
Inflation. Inflation should apply, but it does not at the moment. There was a time, around the time of some of the more noticeable dupes and around the time solo groups really started to become a factor, that inflation did exist, at least in some market segments. Prices of food, armour, and other healthy parts of the SWG economy went up. However, those prices came down again, and indeed they came down well before solo groups were fixed. Inflation in the current state of the economy does not exist, even though there are factors that indicate that it should. There are some valid reasons as to why this is, which I will go into in the next section.
5 stars and I'll comment more when I'm awake enough to read it all.
Message Edited by Daboora on 02-07-2005 02:19 AM
I am an Architect. After looking at the resource requirements and what I could get for any deeds I sold, I decided to instead focus entirely on furniture.
I have a bit higher prices than some people out there... But my shop is FULLY stocked, with around 2000 items available, and it's always like that. The value I provide is not in the price (which is still reasonable), but in the fact that you can usually purchase an entire set of decorations for your house without sending an e-mail. You can literally pick up everything you want to furnish your home that an architect can make (this includes a number of the items made with the new loot schematics).
The value that I provide is not cost, but conveniance. You can come in, and walk out with a full inventory ready to decorate your house. One stop shopping, asit were.
I've had a number of customers tell me that the shop is just about the best they've seen for the products I make. I know I'm high priced on some things, so I am certain they are speaking of the value of saving time digging around for things using either the global map or praying an archi does a custom order quickly.
As you said, most people are in this game for fun, and act as kids. That means instant gratification, rather than the best price. My shop gives them that. You want to decorate your house NOW, not tomorrow, not the next day. If you're willing to pay a bit more, I can help you with that ![]()
JTGAlpha wrote:
Excellent post!!
I do take exception with the level of perfect knowledge. I think it is equal to, if not less than the real world. For one thing, we have LESS advertising mediums. We have no yellow pages. We have no Sunday newspaper. No cable TV. In short we don't have the mediums that a MAJORITY of vendors can be found on. The mediums we DO have are: 1) the global map and 2) the Trade forums 3) Starport spamming (either droid or AFK macro).
RelicOMO wrote:
What this of course means is that perfect knowledge will in fact be perfect in the SWG economy. There will be no advertising skill needed, no loyal customer base, and no way to differentiate products save stats and price. Since stats are immediately obvious to all, only the best will ever sell - there will be no way at all for anyone who doesn't have the very best resources to compete in any way. (Fortunately, since they have now been given the ability to create all the old resources, most everyone will now be making identical product.) Prices will go down a lot - one of the fundamental truths of SWG is that there is always someone who values their time less than you do. This means a lot of undercutting, a lot of devaluation, and ultimately a lot less buying and selling. A lot of people will no doubt applaud this change- I think that it simply removes another aspect of interesting play in the economy.
I'll go ya' one better:
I'd say that this puts crafting in this game completely on par with EQ or WOW crafting -- click, click, click, done, and all crafted goods are identical...
A trained monkey can grind out amazing successes; it was marketing, sourcing of supplies, customer service, and consistency of stock levels that used to separate the proverbial men from the boys. No longer. I bet that monkey could even be trained to do a quick search of galaxy-wide prices so he can price his wares 5% lower than everyone else's.