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Week 1: Economies as Designed Systems

Why a virtual economy is not a metaphor for a real one --- it's a system someone wrote code for, with all the same failure modes a bad API has.

22 February 2027

A national economy has millions of independent actors, no reset button, and no logs. A game economy has a database. Every trade, every currency drop, every item destroyed is a row somewhere, and the person balancing the economy can query all of it. This is the central claim of the course: a virtual economy is not a toy version of a real one, it’s a fully observable one, and that observability is what makes it a genuinely different design problem, not a simplified one.

Three levers no central bank has

A central bank sets rates and reserve requirements and then waits, via millions of independent decisions, to find out if it worked. A game economy designer has levers with no real-world equivalent:

  1. total observability: a central bank estimates spending from surveys and sampled data; a designer can query the exact row for any single trade, drop, or destruction event, for every player, at any time.
  2. reversal: a designer can delete or rewind one specific player’s one specific transaction directly in the database. A central bank cannot unwind a single citizen’s already-completed purchase by fiat.
  3. outright prohibition: “just don’t let players do that” bans a category of action outright, at the code level rather than merely discouraging it economically — the bluntest of the three levers, and the one designers reach for constantly anyway.

Outline

Before Week 2

Skim one EVE Online Monthly Economic Report (any recent one; they’re on CCP’s developer site). You don’t need to understand every chart. Come with one number from it you didn’t expect.

Teaching team