I’ve been thinking about markets in MMOs and I find that extremely interesting. If you look at GW2 as an example the devs are strongly against gaining gold or items while not actively playing the game (botting) but are perfectly OK with gaining gold or items while not actively playing the game (trading post). Neither are risk free methods of earning gold. Bots can get banned and market traders can lose money on bad trades. But despite the risks you can become digitally rich while you are sleeping, working, or doing laundry with either method.
So why is botting banned and trading blessed? I believe it has everything to do with inflation.
All gold is created from drops, DEs, hearts, dungeons, and selling items to vendors. Each of these primary sources of gold adds to inflation. each time a mob is struck down it’s as if the government (Anet) printed a new dollar bill (copper) and handed it to the character. The monetary supply has increased with each action. This is exactly what botters are doing. They are creating money… but doing it while not actively playing the game.
The trading post does not create any gold. What the trading post can do is concentrate or spread out wealth. What markets tend to do is concentrate wealth toward those that know how to work the market. See the 3800 gold buy order placed on a lemon as an example. Most players can’t imagine that kind of in game money and I honestly have no idea how that person got so much. But lets assume they made it on the trading post instead of botting or exploits. If they bought and sold enough stuff to make 3800 gold they’ve probably destroyed at least 570 gold in fees.
If you consider my two groups; botters and traders they are both bringing in wealth to their accounts, but the botters are contributing to inflation by creating gold and the traders are removing gold from the economy.
The thing I can’t figure out is whether the ability to make so much money on the trading post is good or bad for the game as a whole. Traders help the inflation problem, but they also make it seem like the optimal way to make money is with a market simulator instead of traditional game play. It creates a huge stratification of player wealth. Things that are completely out of reach for some players, see legendaries, are achieved much faster than Anet originally intended. Seems like something that could hurt as much as it helps.
I know I’ve got friends that got turned off by having the end game content seem fairly common yet so far out of their personal reach, since they “want to play a game, not a market.” I’m hoping the new content might help bring them back. But none of them, nor I, have gone back to Diablo 3 and the auction house was the major reason we left that game. For Diablo 3 it was depressing that you could go buy a whole set of better gear than you’ve ever personally found. For GW2 they were turned off by the fact that certain skins feel completely out of reach and grinding for gold to buy a skin doesn’t have the same impact as a player as earning or finding the skin. One friend even quit the game rich. He played the market and bought some really nice expensive skins, but he had no attachment to them. He was walking around with some really expensive stuff but didn’t feel attached to it since his character’s journey was mainly flipping crafting mats in on the trading post while standing in Lion’s Arch.