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Week 9: Cross-Game Comparative Economics

Putting EVE Online, World of Warcraft and RuneScape's markets side by side — same underlying problem, three genuinely different mechanical answers.

26 April 2027

Three games, three market designs, one underlying problem: get a seller’s item to a buyer who wants it, at a price both would accept, without either of them meeting.

DimensionEVE OnlineWorld of WarcraftOld School RuneScape
matchingregional order books, per stationlisting-based auction housematched-order Grand Exchange
primary sinkship and module destructionAH fees and depositsGE tax (funds a scheduled item sink)
price transparencyfull order-book visibilitylistings only, no historylagging “guide price”, no live book
dominant manipulation riskmarket cornering in thin regional marketsundercut-bot warfaremanipulation within the enforced price band

What the differences actually mean

EVE’s full order-book transparency is only viable because the destruction sink (Week 5’s fittings, exploding) constantly removes supply — a transparent market with no comparable sink would be far easier to corner permanently. RuneScape’s opaque, lagging guide price does the opposite job: it trades transparency for manipulation resistance, at the cost of the “real” price sometimes being invisible to players who only check the guide number. WoW’s split-then-unified realm history — separate per-realm servers that also split each realm’s auction house by faction (Horde and Alliance), later merged first across factions and then into shared, region-wide commodity listings — shows a designer literally choosing market size as a lever: a bigger, unified market is more liquid and harder to corner, at the cost of realm- and faction-level identity.

None of these are “the right answer”. Each is the right answer to what that game’s other systems already demand of it. Week 11 gives this idea — that a market’s rules can be judged against a formal standard, not just preference — a proper name and a worked argument for why it holds.

Studio this week

Comparative Market Teardown: pick two of the three case-study markets and find one design choice in each that the other explicitly avoided.

Teaching team