Merchant Archive
Thread: Monopolies Can and Have existed ... a Case study.
So how is this a monopoly. Were the competing weaponsmiths themselves unable to mine resources? Did this "Stryker" chracter find a way to magically disable their lots? To prevent Nightsisters from dropping experimentation tapes? To somehow divert all weapon crafting xp earned by any player to his own character.
There is no monopoly. The means to a monopoly do not exist in SWG. Sure, someone can act as an impediment to a new player's goals, but no one can actually prevent said player from reaching them.
This "arguements", if you even give them enough credit to call them that, are already growing stale.
Since I am theposter whose 'mistake' was to apply economy theories to the game economy, I guess a rebuttalis in order. I'm going to assume for this rebuttal that his wealth was not created via illegal means (i.e. counterfitting).
The premise of your argument is as follows, as I understand it...
- Stryker was an example of a monopoly.
- The unfair government advantage (SWG game rule) used to create his monopoly was unlimited storage.
- Ergo, monopolies can and have existed in SWG
- Implied - A monopoly like his wasa bad thing for which 'something' needs to be done to prevent others from doing it to.
Unfortunately, I don't believe you have made your case. Here's why.
- Stryker was not a monopoly. You have applied the unfortunately too common collectivst tendancy in our society to label very successful smart businessman as a 'monopolist'. At no point want he the only weaponsmith on the server and he could not force everyone to buy from him. That is what a coercive monopoly is, one seller that everyone must go to.
- He had no unfair govermentadvatange. Unlimited storage is a tool every crafter has at his disposal, Stryker used it to become more profitable than his competitors. If only he had unlimited storage, that would create a coercive monopoly.
- There are two types of monopolys, Coercive - where competitors are legal or in practice barred from entry into a market by government rules. The monopoly can then charge any sky high price they want, as no competitor can undercut them. Non-coercive - Where only one seller exists because it isn't profitable for other competitors to enter the market. The seller cannot raise prices because competitors can then enter the market profitably. In SWG, the latter is possible to achieve in theory only, but in practice people will always want to craft, even if they are unprofitable. Even in your example, despite all his 'monopoly' power, he couldn't drive every crafter out of business. Hence no monopoly.
- Building a profitable and successful business (which he did) isn't a bad thing. First off, the traditional thing people worry about with monopolies isn't that they will make goods too cheap and too available, its that they will raise prices skyhigh and hurt customers. Making goods cheaper and more available, using more efficient and profitable means is what every single business does over the long run.
- Suppose for the sake of argument, Stryker had driven every single other smith out of business by selling at acheap price his competitors couldn't match (because they weren't efficient enough). No customer is harmed, as they got their guns cheaper. A non-coercive monopoly is established.
- With all other smiths out of business, what can stryker do? Nothing but keep charging the same low prices. He cannot raise prices significantly (which would cause harm to customers) because when he does other smiths can now profitablly enter the market.
None of the arguments you have laid out successfully refute my central premises which are...
- Coercive monopolies can't exist without government interface. No such advantage exists in SWG, so no coercive monoplies.
- SWG Non-coercive monopolies could in theory exist, but in practice would near impossible, and haven't existed yet. Furthermore, non-coercive monopolys can't raise prices so are not harmful to customers.
- SWG is (for the most part) a free market simulation and follows the rules of the a free market. The rules ofa capitialist system can't be suspended and will take care of their own problems (like 'breaking up' so calledmonopolies on thier own).
I get the nasty feeling that the designer had envisioned a quant little cottage industry economy, where everything would be really expensive and crafter would make stuff by hand in small numbers. Unfortunately for that cutesy distopian vision, the tools to build an industrial age economy were provided and smart capitalists have used them to build one. Stuffing the genie back in the bottle at this point is pure socialist controlled economy tinkering at its worst, and will drive away those capitalists (like myself) that enjoy the economic simulation aspect of the game.
Good debating to you sir!
Solitiri wrote:
The ones I see as monopolies are those who have several accounts with all the crafting classes plus the surveryor and mayor. There are several of these out there. There are also groups who get together and do the same thing.
I do not see a way to correct that issue with game mechanics. Not even a storage limit would correct that. Nor am I sure it should be corrected. If I were to make an analogy to the real world I would use Microsoft and Ma Bell as examples.
I do see that if, as I mentioned in Doc's proposal thread, if you have a way to list everyone's products that are for sale on one search key, the prices will have to be competitive. The little guy will have the same advantage for sales this way as the big guy. It would not eliminate attempts at monopolies but it would not penalize the small business owner either.
Hero_DarkJedi wrote:
Greets ...
This post is a direct response to another thread that made the mistake of applying, one for one, "real life" principles to a game economy.
Case Study: Styker ... Eclipse Weaponsmith ... Monopoly exercising Monopoly powers.
Once upon a time there was a very decent fellow named Styker. He was a weaponsmith ... on eclipse ... he produced very good weapons ... He learned early on that the *secret* to weaponsmithing was "best of server" resources. He would contract for resources at very good rates and built relationships on the server with miners.
When he hit the "Credit Caps" he looked for a way to get around the credit caps. Hmm ... why not turn the excess credits into resources ... the resources would not only do away with credit caps, but would also appreciate in value as time goes on. Stryker reported his *best* sales day at 600million credits in a single day and averaged around 400million credits per day I believe.
He started to run "unlimited contracts" on the "best of server" resources at premium prices. This has 3 affects.
1) Most strip miners would give him exclusive contracts diverting the majority (monopoly) of best-of-server resources his direction.
2) Other weaponsmiths would have to offer more, and get less (as they did not have as much credits as styker).
3) He could always make the *best* quality weapons and handle the extreme volumen that built up.
Along the way, Styker lowered his prices drastically. This was an attempt, and succesful at that, to put a couple of other big name weaponsmiths out of business. The other weaponsmiths followed suit, or bettered him on prices, but their volume outstripped their resources and they ended up being forced to make inferior weapons ... and they ended up quitting due to this.
Styker was on the verge of starting a new distributor program that would have put 2-5 vendors for his products on every planet.
What allowed this to happen? Unlimited storage.
Did he succeed in his distributor program? The golden goose died. His entire inventory of resources ended up in his stockroom ... and sometime after 7 days they all went *poof*. CSR would not re-instate his inventory so he quit. (or is playing under another name).
In the "real world" something of this nature would not happen for many reasons, one of them being "storage" costs for resources ... another labor costs associated with the increasing of output 10x, 100x, 1000x, and many other factors ... but those 2 are critical.
Since there was "no real cost" for stoarge of either raw resources and "no real cost" aside from time for producing the increased demand, it broke normal monopoly restraints.
Strker had "monopoly powers" in both the resource market as well as the weapons market.
Monopolies have existed ... and can exist ... and will exists in the future if nothing is done about it.
Today? Now we have situations where there are small groups that indeed have "monopoly powers" on the servers. Doesn't mean they use those powers to the detrement of the community ... but the fact remains ... when a group of players controls 60% of the market, they are considered to have monopoly powers.
So ... there was one monopoly I had the priviledge to know about. Styker and myself were neighbors and he even invited me into his city ... I did not post this to bash him, he was a good guy. He played hard .. he played smart .. he played to win ... and he had and used his monopoloy powers.
Spouting text studies of real world supply/demand market forces don't necessarily apply to this 'virtual' world because some of them are "founded" on immutable truths which don't exist out here. Some truths do adhear, but many do not.
I know several master smiths that do nothing but make newbie weapons to give away in Tyrena to new players and I know lots more who dont own a shop and just sell to guildmates.
Message Edited by Enix_Dayspring on 08-11-2004 10:24 AM