First off, Economics is a field of many theories on how economies work. Many theories can show evidence as to why they are correct, even though the theory itself may be extremely different from another theory that can also show evidence in support of itself. Point being that there is no definitive ideological economic theory that has been proven to be “correct”, though some have been shown to be less correct than others.
Second, game economies are extremely limited in scope and many factors that play into real life economics have zero influence in a game. No one has to worry about basic human needs in an MMO economy. We don’t need shelter, food, water, health care, etc… Wealth in an MMO does not produce benefits for the economy. Wealthy players do not create jobs. They don’t create infrastructure. They don’t create investment opportunities. There usually is no ownership of land. Wealth doesn’t buy you a higher quality of life, lack of wealth doesn’t mean you can’t thrive or find happiness. Etc…
So, real world economic theories are a morass of often ideologically driven, often contrary models for trying to explain extremely complex systems of economic interactions. Most of the core driving factors of real world economies do not exist in a game economy. Thus, it seems pretty logical that going into managing a game economy, one would put ideology completely aside and be fully aware that the game economy may not evolve in a way that is in any real way analogous to real world economics.
That doesn’t mean it’s pointless to try to understand and manage a game economy. Not at all. However, observation of the economy and developing a theory of how that individual game’s economy functions trumps any thoughts or ideas one might have on real world economics. Game economies can’t prove RL theories, because the artificial system is exponentially more simple and more limited, as shown in a simplified manner above. What might be disastrous for a real world economy may be very beneficial for a game economy and vice versa. Leaving personal economic ideology behind, imo, is crucial to trying to understand and manage a game economy.
Ok. So, the wrong thing to do is to try to use the game economy as a testing ground for RL economic theories and ideology. What is the right thing to do? Well, supporting the over all design philosophy of the game is a good motivator. Ensuring players have fun is a good motivation. Allowing players to have things to work towards is good. Minimizing frustrations and ensuring that players feel that their play time is rewarding is a good motivation as well.
Really, balancing the economy to facilitate fun, motivating game play and minimizing frustrations should be key goals in managing a game economy. Inflation is often an enemy of fun, but sometimes it can be so much of a focus that rewards for game play are tightened too severely. Individuals who are able to accumulate large amounts of wealth may be seen as a sign that the economy needs to be tightened, but many players who play MMOs to accumulate wealth act as defacto money sinks, as the majority of the money they earn will never be spent, unless some high end, attractive money sinks exist in the game for them to spend their money on.
I think an MMO lends itself to centralized management than the real world does and accepting that wouldn’t make a game economist a communist or socialist. It would just make them a pragmatist when it comes to managing the extremely limited economy that exists in the game, plus the fact that the over-riding motivation is to ensure that the largest percentage of people playing the game have fun and remain customers. (In the case of GW2, overall fan base happiness and overall population numbers feed cash shop revenue. Even though only a certain percentage of players actually buy gems on a regular basis, all players contribute to the environment in which those willing to pay can find a game worth playing)!