Wednesday, April 18, 2012

World of Warcraft: Simulating Elves -and- Monetary Policy


Hello, folks!  Sorry this update is a bit behind.  I still don't have beta access, which is actually kind of a good thing.  The tail end of this school semester has been a little overwhelming.  Over the past week, I've written 20 pages for papers and worked on three separate 20-minute presentations.  Hell, I haven't been able to do *any* work for my independent study.  However!  I managed to create some overlap between one of my papers and WoW, so I could upload it here for an update (and also hopefully annoy the hell out of a professor)!

This isn't to be taken entirely seriously.  I would actually be kind of upset if the United States government started dicking around with the Warcraft economy.  Still, the tools ARE in place for them to experiment with the two things the Federal Reserve is supposed to control, unemployment and inflation.  If you just want the summary, you can skip down to "evaluation of hypothesis" toward the bottom.  In any case, enjoy this trip into Warcraft academia!

World of Warcraft: Simulating Elves -and- Monetary Policy
I.          Introduction
            While the Federal Reserve houses educated personnel and is well-trained in its decision-making, it is surely a source of tension that their judgments, when implemented, will have a pronounced impact on the entire United States.  Their dual mandate of low unemployment and stabilized inflation is an ever-retreating goal that demands constant pursuit, and failure to make the proper choices can "butterfly effect" its way into large consequences felt nationwide.  As a result, it stands to reason that, beyond modeling, an actual simulation of the effects to be had by implementing a particular policy could prove exceptionally useful.
            There are several distinct ways to run simulations, of course.  I would contend that the most effective to use as a learning tool would also be the most organic.  A system already in place that can be subjected to various stimuli would provide a base from which to make predictions on how the United States economy would respond to similar stimuli, if the system was inherently and provably similar to that same economy.
II.        Proposal of such a system
            It may seem a bit of a logical leap to some, but upon close inspection, such an organic simulation tool exists, with a sample size of roughly ten million people.  The massively multiplayer online game (hereafter referred to by the industry term "MMO") World of Warcraft, produced by Blizzard Entertainment, features a robust, realistic economy that is entirely player-driven, and thereby human-driven.  While the economy in Azeroth, the setting for Warcraft, is based in gold pieces instead of dollars, they actually behave in remarkably similar fashions.
            Before delving into the actual economics of World of Warcraft, however, I would like to establish the premise that such a game could be used to model real-life scenarios at all.  Take into consideration what has become known as "The Corrupted Blood Incident," an unintended event that took place beginning on September 13th, 2005.  A computer controlled boss character of the game world, named Hakkar, afflicted player characters who engaged him in combat with a disease known as Corrupted Blood.  This disease dealt damage, taking away a player character's "hit points," and if those hit points fell to zero, that player character would die.  Game developers never intended for Corrupted Blood to leave Hakkar's combat zone.  Regardless, players discovered that if they used teleportation spells while diseased, they could make their way to large, populated cities where Corrupted Blood would immediately begin spreading to other players, and even non-player characters (NPCs) who were vital to the normal functions of the city.
            An outbreak followed shortly after this discovery.  Weaker characters were rapidly and repeatedly killed off, and higher level players found themselves struggling to survive in a city that could no longer offer the services they needed.  Many fled to the wilderness, while others eagerly experimented with methods for causing the most chaos.  Key NPCs and the most populated areas were constant targets for Corrupted Blood attacks, and virtually no area of a capital city was exempt from the infection.  Eventually, Blizzard's developers had to step in and restart the various iterations of the game world to end the pandemic.  The results proved fascinating to the science world, however.
            Kyle Orland of Gamasutra (2008) discussed the panic with epidemiologist Nina Fefferman, who stated that the Warcraft population responded to the pandemonium in precisely the manner she would expect to see in real life.  Quarantines were broken and allegiances were severed as unpredictable human behavior fought for self-preservation and sometimes acted in otherwise unintuitive ways.  She told BBC News (2007) that the sandbox of Warcraft allowed a case study on human responsiveness without the ethical issues of releasing a real-life disease, or the problems associated with models using mathematical approximations of human psychology.  In addition, Charles Blair, deputy director of the Center for Terrorism and Intelligence Studies, told Wired's David Thier (2008) that the game provided a very realistic dimension that most studies lack.  The inclusion of myriad dependent and independent variables, and the unique psychological background of every single person involved, gave insight to how terrorists might use a similar biological attack to their advantage, and how a victimized population might react.
III.       Hypothesis
            I hereby propose that World of Warcraft could function as a testing ground for monetary policies that the Federal Reserve might implement.  The "sandbox" element mentioned above would allow the Federal Reserve to actually utilize a smaller-scale version of whatever they may decide to put into practice.  This would avoid any ethical concerns associated with what may be a radical approach in the real United States economy, or any "invisible" factors that an interally-produced computer model may not predict.
            This hypothesis hinges entirely on whether or not World of Warcraft's economy is provably similar to that of the United States.  If it is, then it can serve as a valid analogue for use as a testing ground for the implications of monetary policy.  If it is not, then it would fail as a proxy and be of no use.
IV.       Evidence in support - Comparisons to the US economy
            One does not need to be told that the United States economy is remarkably deep, given that it encompasses trillions of dollars and, by definition, every industry contributing to the nation's GDP.  If we attempt to break up defining characteristics of it, however, we can analyze how the economy in Azeroth might operate in similar manners.
            First, a form of money is required.  The United States Dollar (USD) is broken up into a smaller denomination, cents, at 100 cents per dollar.  Similarly, 1 Gold in World of Warcraft is equitable to 100 Silver, and 1 Silver is equitable to 100 Copper.
            Next, to have any measure of unemployment, there must be systems in place to allow the creation of output from resources.  World of Warcraft has eleven primary professions available to players.  Three of these "gather" resources, while the rest "craft" items and equipment from those resources; a player can choose a combination of any two of the eleven total professions.  Each crafting profession creates output that is unique to that profession, though all draw from the same pool of resources generated by the three gathering professions.  Despite being able to choose any "job" they desire, players may encounter frictional unemployment in World of Warcraft because of the time and money necessary to switch professions - a profession must be "leveled up" extensively before it can be of any use to the player.  In addition, structural unemployment is common when new craftable projects are introduced.  Even if they are of the appropriate profession, a player character may have to wait a considerable time to have the opportunity to find a "pattern" item that will teach them how to make the new product.  Most dangerously, cyclical unemployment is known to occur in the fictional universe, as well.  The Engineering crafiting profession is widely known as a subsistence operation.  While an Engineer may craft equipment that they can use, they offer very little that would be in demand to the rest of the playerbase.  They are often cyclically unemployed as a result of this lack of demand.
            Additionally, for any economy to function there must be an infrastructure in place to support trade.  In Azeroth, trade takes place between players through an interface known as the Auction House.  In the Auction House, players may take equipment, items, gems, enchantments, resources, or any miscellaneous items that they have found or crafted and list them for sale at whatever price they choose.  Buyers, on the other hand, can browse all of the available listings, and purchase what they need if they feel the listed price is fair.  Clearly, this is evocative of the prototypical supply and demand curve.  Appropriately, markets find a general equilibrium price, and as time passes and a resource becomes more common, those prices invariably begin to fall.  For a very recent example, the Auction House database The Undermine Journal (2012) reports that between April 3rd and April 13th of 2012 on the Shandris server, the current high-end crafting resource "Essence of Destruction" has seen its price fall from 3,160 Gold per unit to 1,430 Gold.  As players collect more of the resource sell them on the Auction House, supply rises, as does output, while prices fall.  As one might logically conclude, flooding the market with large numbers of one resource is a guaranteed way to cause a significant price drop.
            Entire markets have sprung up around the Auction House.  Jewelcrafters can purchase raw gems, cut them into various character-boosting forms, and resell them for higher prices, only incurring the opportunity cost of the time it takes to do so.  Sophisticated analyses have also arisen.  WoW Insider's Fox Van Allen (2012) asserts that Tuesdays are the best day to sell, for example, because server resets mean more people are playing, causing demand spikes that far outweigh and supply increases.  Furthermore, Basil Berntsen of Gold Capped (2012) argues that the resource "Maelstrom Crystals" have a hard price floor on the Auction House of 146 Gold - he supports this claim by demonstrating a method to invariably acquire them for no lower than that price.  The investigations into the market "meta-game" are extensive, with countless software add-ons, blogs, and purchasable (as in, with USD) guides on how to make money in World of Warcraft.
            Another key characteristic of a functional economy is inflation.  In spite of price declines as resources become more common, inflation is a phenomenon that World of Warcraft does experience.  The databases of Wowhead (2012) show records that in 2004, max-level quests most commonly rewarded players with 70 Silver.  The maximum level has increased over time, and that number has seen a parallel increase.  In 2012, the typical quest reward has risen to 16.54 Gold, an increase of over 2,000% from the 2004 value.  As one might intuitively reason, price levels have risen comparably over that span of time.  I can speak firsthand on the subject: in 2009, my characters never had a portfolio valuing over 10,000 Gold.  Today, the money and items I have breach a net worth of 25,000 Gold, though my spending power has not noticeably increased over that span of time.
            Moreover, Blizzard has reason to try to control inflation in World of Warcraft just as the Federal Reserve does in the United States.  While the value of quest rewards has increased by over 2,000%, the change did not take place gradually.  When an expansion pack for World of Warcraft is released, the quest rewards spike, but remain fixed at their new value for the rest of the expansion.  If players continued to earn more and more money during an expansion, Auction House price levels, being driven by players, would increase monumentally.  However, those fixed quest rewards would become increasingly devalued as they fell to proportionally less worth.  In addition, any items sold by NPCs would be of inconsequential cost to a player that would experience such nominal money gains, since those prices would not rise with the inflation rate.
            The last comparison I will draw in the inherent economy is the implementation of taxes.  When a player makes a sale on the Auction House, a percentage of their revenue is taken as the "Auction House cut."  This money is not put back into circulation.  Just as quest rewards "create" money, the Auction House cut removes it from the economy entirely.  Beyond that, there is another effective income tax to be found in repair costs.  As players engage in combat, their equipment becomes damaged, and an NPC must be paid to fix it.  The more a player fights, the more resources and items they gain to sell, raising their income; this is offset by the higher income tax of repair bills they incur.  Clearly, these functions differ from a standard tax in that the money is not gathered and then spent by the government.  As a result, they are not useful in terms of fiscal policy.  However, from the Federal Reserve's perspective of monetary policy, they serve the same function of taking money out of the hands of the population, lowering the money supply.
V.        Evidence in support - Comparison to the Federal Reserve's tools
            According to Frederic Mishkin (2010), the Federal Reserve has three utilities that it can manipulate to implement monetary policy.  As with the economy as a whole, these tools are mirrored in the Warcraft universe through values in Blizzard's control, to an extext.  Without a banking system, World of Warcraft cannot emulate the discount rate.  Still, it can reflect the effects of the reserve requirement and the Federal Reserve's open-market operations via their Azerothian parallels.
a.)    Reserve requirements
        The function of the reserve requirement is to determine how much of the money deposited into banks is loaned back out.  A 1% increase in the reserve requirement should correspond to a 1% decrease in the amount of money loaned, impacting the amount of money people can spend.  While World of Warcraft does not feature loans, the money supply can still be affected.  Consider the equation MB = C+R, where the monetary base MB is equal to the sum of currency in circulation C and reserves R.  Since a player carries all of their money with them at a given time, all money they earn qualifies as currency in circulation, defining both World of Warcraft's money supply and monetary base (which, without reserves, are equal to one another).  Now consider the Auction House cut mentioned earlier.  While I compared it to a tax, I also asserted that for the purposes of monetary policy it serves the function of removing money from the population's hands.  If Blizzard were to raise the Auction House cut by 1%, as well as lower quest rewards by 1%, it would reduce all income by 1%, thus lowering the money supply and monetary base by 1%.  The impact that this would have on price levels and unemployment (gauged by sales stemming from particular professions) could then be analyzed.
b.)   Open-market operations
        The use of open-market operations involves the buying and selling of bonds.  If the Federal Reserve wishes to increase the money supply, they can purchase bonds from banks, giving those banks more cash as a result.  Similarly, to lower the money supply, the Federal Reserve can sell bonds, sucking cash out of the banks.  In World of Warcraft, these sorts of operations are known as "Gold sinks."  Periodically, Blizzard will introduce highly desirable items or features that cannot be traded between players, but cost large amounts of Gold.  In the Wrath of the Lich King expansion, materials needed to craft a stylish motorcycle were only purchasable from an NPC for thousands and thousands of Gold.  As with repair costs, any money given to these NPCs was completely removed from the economy.  There also exists trainers who allow a player character to move at a faster speed while mounted, and additional spaces for item storage, both of which cost increasing amounts of money.  By adding Gold sinks, Blizzard can deliberately remove large amounts of money from the economy, just like the Federal Reserve selling bonds.
VI.       Arguments against World of Warcraft as a proxy
            As with any model or simulation, World of Warcraft does not provide a perfect analogue for what the Federal Reserve would like to attempt.  The marketplace is divided strictly into eleven sectors based on the professions, and price levels offered by NPCs are computer-programmed, and therefore fixed at a nominal value independent of the inflation rate.  In addition, without a banking system, there is no element representative of the discount rate.
            Additionally, for the tools they could, in fact, test, the Federal Reserve would have to find means to merely replicate their results.  They cannot institute a reserve requirements in a world without banks - they would have to use other means to reproduce the inherent effect such a change would have, and only then could they observe the results.  Also, worth noting is that the open-market operations of Gold sinks only work one-way.  Short of simply giving each player money, Gold sinks can only be used to reduce the money supply, not raise it.
VII.     Evaluation of hypothesis
            The terms regarding the validity of my hypothesis were that if the economy in World of Warcraft was provably similar to that of the United States economy, it would be valuable as an analytical tool in predicting the outcomes of monetary policy.  There are a few shortcomings to using this approach, though I feel they are not a hindering force any stronger than the one found in other modeling and simulating methods.  On the whole, the World of Warcraft economy is very comparable to the one seen in the United States.  It is robust and driven by an immeasurable number of unpredictable human psychologies.  It also undergoes similar phenomena and is susceptible to supply and demand shifts and shocks.
            Perhaps most importantly, it has in-depth interactions with both components of the Federal Reserve's dual mandate, unemployment and inflation.  Associated with those components, World of Warcraft even has metrics in place that could be manipulated to mimic the underlying mathematical effects of monetary policy.  While the outcomes will not be absolutely representative of the effect monetary policy would have in the United States (I don't recall encountering a domestic market for Drakehide Leg Armor or Chaos Orbs), they can still be analyzed to gain better understanding of the human reaction to them and the unforeseen effects that can entail.



References
BBC News. (2007, Aug 21). Virtual game is a 'disease model'. BBC News. Retrieved from http://news.bbc.co.uk/2/hi/health/6951918.stm
Berntsen, Basil. (2012, Jan 20). Gold capped: How to make 146g in Maelstrom Crystals in 5 minutes. WoW Insider. Retrieved from wow.joystiq.com/2012/01/20/how-to-make-146g-maelstrom-crystals-in-5-minutes/
Mishkin, Frederic. (2010). The economics of money, banking & financial markets: 9th edition. Boston: Pearson Education.
Orland, Kyle. (2008, May 20). GFH: The real life lessons of WoW's Corrupted Blood. Gamasutra. Retrieved from http://www.gamasutra.com/php-bin/news_index.php?story=18571
The Undermine Journal. (2012, Apr 15). Essence of Destruction: Price and availability history. Retrieved from https://theunderminejournal.com/item.php?realm=A-Shandris&item=71998.
Thier, David. (2008, Mar 20). World of Warcraft shines light on terror tactis. Retrieved from http://www.wired.com/gaming/virtualworlds/news/2008/03/wow_terror
Van Allen, Fox. (2012, Feb 7). What days should you buy or sell on the Auction House? WoW Insider. Retrieved from wow.joystiq.com/2012/02/07/what-days-should-you-buy-or-sell-on-the-auction-house/

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