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Ultima Online develops Soviet economics

A while back, an economist named Edward Castronova did an economic study of the online game Everquest. He examined the sale of online avatars and Everquest goods on Ebay, calculated their real-dollar worth, and realized that the Everquest economy was — on a per-capita basis — richer than Russia, Bulgaria, and every single developing country in the world.

Castronova’s research contained a brilliant epiphany: Virtual worlds provide us with an unusual test-bed for experimental economics. Because people are willing to pay to buy a virtual life (i.e. a character that has immense strength and power, or a castle that took months build), it’s possible to put a value on human experience — something that is very difficult to do in the real world. In everyday life, you can’t just decide to start fresh, or buy your way into a brand spanking-new identity. But in online games, using the black market of Ebay, you could — which created some damn interesting economic markers. It becomes possible to put an economic per-hour value on online experience and all those countless days you spend in Everquest … because when you slowly build a valuable character, that value can be expressed in real-life greenbacks.

Which is why Ultima Online has thrown all this for a loop. Last week, it announced last week that the company itself would jump into the arena — by selling “advanced characters” for $29.95.

This is bound to completely rearrange the economics of virtual worlds. After all, the whole reason a Napa +25 stat scroll might be worth $300 on Ebay is that it takes months and months of play-time to get it. But what Ultima Online is doing, essentially, is declaring that work worth only $30 — making it rather null and void. Why bother to spend all that work if you can buy it for the price of a night out? In a way, it’s like a classic governmental wage-and-price control: A top-down authority declaring the definitive value of a product, instead of letting it loose on the free market.

Castronova argued that the economic activity in Ebay was actually germane and central to the fun of the game — not just an ancillary activity. If that’s true, I’ll be interested to see how players react.


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I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.

Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!

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September 26, 2008 » 01:57 PM

From an interview with ethnobotanist and anthropologist Wade Davis:

One of the cultures you celebrate in Light at the Edge of the World is the Inuit. What do you most admire about them?

Davis: The Inuit didn’t fear the cold; they took advantage of it. During the 1950s the Canadian government forced the Inuit into settlements. A family from Arctic Bay told me this fantastic story of their grandfather who refused to go. The family, fearful for his life, took away all of his tools and all of his implements, thinking that would force him into the settlement. But instead, he just slipped out of an igloo on a cold Arctic night, pulled down his caribou and sealskin trousers, and defecated into his hand. As the feces began to freeze, he shaped it into the form of an implement. And when the blade started to take shape, he put a spray of saliva along the leading edge to sharpen it. That’s when what they call the “shit knife” took form. He used it to butcher a dog. Skinned the dog with it. Improvised a sled with the dog’s rib cage, and then, using the skin, he harnessed up an adjacent living dog. He put the shit knife in his belt and disappeared into the night.

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