Virtual economies
Mechanism 1: who is in the world — Bartle's taxonomy
Richard Bartle is the co-author of MUD1 (1978), the first online world of any kind; his paper "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs" (1996) grew out of watching the very first online community. The brilliance is not the list of four types but the fact that they are derived from two axes, which makes them a complete system:
- the axis of what your interest is aimed at: the world ↔ players;
- the axis of how you engage: acting ↔ interacting.
The suits are a mnemonic from the original: ♦ treasure (Achievers), ♠ a spade for digging (Explorers), ♥ empathy (Socializers), ♣ a club for hitting (Killers). The key conclusion is the ecosystem: the types are interdependent. Killers need victims (Achievers/Socializers); if there are too many Killers, the Socializers — the most fragile — flee first, the Achievers follow, and the world empties out. Open PvP turned Ultima Online into a "killer heaven" and pushed everyone else out; in 2000 Origin/EA split the worlds into Trammel (no PvP) and Felucca (PvP) to save the population. WoW won partly by giving every type its own progression: Achievers — raids/gear, Explorers — lore/mounts, Socializers — guilds/chat, Killers — battlegrounds/arena. Modern models (Quantic Foundry's 12 factors, M09) refine Bartle without replacing him: the four types are the floor.
Mechanism 2: the economy is real — money, faucets, sinks
As soon as players can hand each other items and currency, a money supply appears, and it lives by the balance of faucets (where currency enters: quest rewards, mob bounties, loot) and sinks (where it leaves: repairs, auction taxes/fees, consumables, destruction):
If persistently, there is more and more money chasing roughly the same goods — that is inflation. The quantity theory of money makes the link explicit ( — velocity, — the volume of real goods, — the price level):
With and constant, prices rise in proportion to the money supply. That is exactly the "creeping gold inflation" of WoW over 20 years: the faucets (quests) poured, the sinks (repairs, AH fees, mounts) could not keep up — accumulated.
A worked example — faucet against sink
Say quests on a server pour in million gold/day, while sinks remove million/day. Then million/day → over a year the money supply grows by ~146 million. With the volume of real goods roughly fixed, prices creep up — and a newcomer's starting savings are devalued. EVE solves this with a radical sink: every ship destroyed in combat removes its value permanently. "The Bloodbath of B-R5RB" alone destroyed ~11 trillion ISK in one go — an instant sink no theme-park has, plus demand for replacements → work for mining and industry. Destruction makes an economy alive rather than bloated.
Castronova: how "the GNP of Norrath" was measured
RMT markets (selling in-game currency for dollars on eBay) provide an exchange rate between the in-game currency and USD — and turn a game economy into a measurable one. Edward Castronova (an economist at Indiana University) gathered data from 616 EverQuest auctions in 2001 and computed:
Platinum ≈ 1 US cent (worth more than the yen or the lira at the time), a player's labor ≈ $3.42/hour, and Norrath's GDP per capita ≈ $2266 — above India, Bulgaria and China, nearly level with Russia. It made the news, but the substance was methodological: it showed for the first time that a virtual world is a real economy with measurable GDP, inflation, a labor market and capital, even when the developer pretends there is none. The direct consequence was the post of chief economist at CCP (Eyjólfur Guðmundsson, 2007–2014): EVE hired economists to run its economy, because Castronova had proved it was a real one.
Mechanism 3: design it or ignore it
The design fork (see also the theme-park ↔ sandbox spectrum):
- Theme-park (WoW): NPC prices are set by a designer, inflation is "managed" (or ignored) via patches and sinks; the economy is background. The risk is slow uncontrolled inflation and dupe crises.
- Sandbox (EVE): prices are set by players, currency and sinks are designed as monetary policy; destruction is the main sink; CCP publishes monthly economic reports (the only major MMO that does). The economy is the game itself.
The conclusion Bartle and Castronova give jointly: the population is an ecosystem, exchange is an economy, and both are real systems with dynamics of their own. Either you design them deliberately, or emergence will design the game itself — usually for the worse (UO's collapse, WoW's inflation, the failure of the Diablo III auction house).
🕹 Games to play — and what to notice
The economy and the Bartle dynamics are visible right in the interface: the auction house, the prices, who is squeezing whom out of the world. Play up the ladder — from a designer-managed shop window to a fully player-run sandbox.
The economy as background: NPC vendor prices are fixed, the Auction House is player-run but has sinks (fees, repairs, mounts). Over 20 years, a textbook case of creeping gold inflation.
🎮 Play: open the Auction House and compare consumable prices with quest rewards — find the faucets (quests, vendor sales) and the sinks (repairs, AH fees, expensive mounts). Ask yourself: what is removed less than it is poured in? That is where inflation lives. Then check the price of the WoW Token — an attempt to legalize RMT and add a lever of control.
A living textbook of the Bartle ecosystem: open world PvP made UO a "killer heaven", and Socializers and Achievers ran. In 2000 the world was split into Trammel (no PvP) and Felucca (PvP) — literally surgery on the population.
🎮 Play: on a UO shard (a fan server, say) feel the difference between Trammel and Felucca zones — where Socializers build shop-houses and trade, and where the Killers rule. Notice a player vendor (a house turned shop): that is emergent retail no designer planned for. Players set the prices.
D2's loot was so psychologically sticky that it spawned RMT and a gold-farm culture (still alive today). D3 tried to legalize it with the Real Money Auction House (RMAH, 2012) — and that killed the core loop: the optimal way to play became "buy it, don't find it". The RMAH was shut down in 2014.
🎮 Play: in Diablo (II Resurrected, or III after Loot 2.0) run an act and feel the "30 seconds of loot" — why the drop is so absorbing. Then mentally put the RMAH back: notice that the moment an item can be bought with real money, why play at all? A case study in monetization eating its own loop.
A fully player-run economy on one shard: a market, production chains, legal scamming, and destruction as the main sink. CCP keeps a staff economist and publishes monthly reports (MER) with charts of ISK faucets and sinks.
🎮 Play: in EVE open the market of a major hub (Jita) — look at order depth, the bid/ask spread, how price reacts to events. Then find a recent CCP Monthly Economic Report and locate the largest ISK faucet and the largest sink. You are looking at the monetary statistics of a game, published the way a central bank publishes them.
Deep end · economics: faucets, sinks and why destruction cures inflationskippable
The health of a game economy is a matter of managing the money supply and the "material" supply (resources/items). Two loops:
The monetary loop (currency)
- Faucets: NPC bounties, mission/incursion rewards, selling loot to a vendor — a pure injection of new currency out of thin air.
- Sinks: broker fees and transaction tax (market fees), the cost of skillbooks/clones, structure upkeep, repairs. A pure removal.
If faucets are structurally larger than sinks, accumulates → inflation (see ). EVE's historical headache: the main faucet — bounties from ratting bots — grew faster than the sinks, and CCP tuned fees and mechanics by hand the way a central bank tunes rates.
The material loop (items/resources)
Here is EVE's brilliance: PvP destruction is a sink for both supplies at once. A ship blown up removes both the ISK equivalent and the minerals invested in it, and immediately creates demand for a replacement → mining → industry → market. A closed, living chain. In a theme-park, where items are barely ever destroyed (account-bound gear, no loss on death), the material supply only grows → old content is devalued and artificial "resets" are needed (a new gear tier every expansion is a sink through devaluation rather than destruction).
The link to dupes
An item dupe (see persistence) is an illegal faucet printing both currency and goods outside the model. One unnoticed dupe exploit can crash the exchange rate in days — which is why economic integrity rests on ACID trade transactions, not only on "reward balance".
Deep end · design: Bartle as a coverage checklist, not a label on a playerskippable
The big misreading of Bartle is treating him as "type your player". Bartle himself stressed that most players are a mix of types, that pure ones are rare, and in 2003 he extended the model to 8 types by adding an "explicit ↔ implicit" axis (deliberate vs spontaneous). The taxonomy's value is not a label on a person but a coverage checklist for design.
The failure mode — mono-optimization
Most failed MMOs accidentally optimized for one type and pushed the rest away. Open PvP → killer heaven → the Socializers run (they are the most fragile to hostility), then the Achievers (nobody to show status to, nobody to win the race against), and the world empties. That is a structural effect regardless of the fact that individual people are mixes: what matters is not "which type are you" but whether every motivation is covered by a viable progression.
How WoW closed every quadrant
- Achievers ♦ — raid progression, gear score, achievements;
- Explorers ♠ — hidden lore, secret mounts, datamining;
- Socializers ♥ — guilds, cities, chat as a "third place";
- Killers ♣ — battlegrounds, ranked arena (PvP in a sandbox, not on top of peaceful players).
The key is giving Killers an allocated arena, so that their game is not a tax on everyone else's. That is designing an ecosystem instead of hoping it self-balances.
ML / AI: an RL reward function is a currency faucet for the agent, and it has exactly the same disease. Reward hacking = a player who found an unplugged faucet: the agent inflates its metric without doing the work when there are no "sinks"/constraints (that is Goodhart's law, word for word). Multi-agent RL models virtual economies directly — the AI Economist (Salesforce) optimized tax policy in a simulated agent economy; training trading/marketplace agents inherits inflation, dupe arbitrage and collusion. The Bartle lesson for ML is user heterogeneity: a recommender optimizing one metric (engagement) squeezes out "other types" the same way open PvP drove out Socializers — mono-optimization and the filter bubble are your product's killer heaven. RLHF, too, is a token economy of preferences with sinks and faucets of its own.
Economics / markets: faucets/sinks = issuance/withdrawal (taxes, the central bank rate); CCP's chief economist = literally a central bank; RMT = grey arbitrage and Gresham's law; inflation works the same in Norrath and in a country.
Product / business: in-app currencies, token sink design, whale economics, loyalty programs — all of it is money-supply management; KPI gaming (Goodhart) = farming a faucet; design your sinks and your coverage of motivations, not a single metric.
Distributed systems / security: a dupe = a double spend; economic integrity = consensus and ACID transactions; a blockchain is essentially a durable store with dupe protection, raised to the level of an entire currency (see persistence).
The principle: every incentive system has faucets and sinks; forget the sinks and you get metric inflation and a collapsed agent ecosystem. Design both loops and cover every motivation.
M += F − S per day, add a one-off "destruction event" (−11 trillion) and plot with and without the sink — inflation, seen with your own eyes.If almost every player is a mix of Bartle types, isn't the taxonomy useless?
Why does a destructive sandbox (EVE, where you lose everything) have a healthier economy than a theme-park where you hoard everything?
"Norrath's GNP is higher than Russia's" — a real economy, or a stunt for the headline?
Why did Diablo III's real-money auction house fail if RMT thrives in Diablo II?
Can you even make an MMO with no economy?
- Richard Bartle, "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs" (1996) — the original, freely available; the foundation of the whole taxonomy.
- Richard Bartle, "Designing Virtual Worlds" (2003) — long, dated, and irreplaceable (plus the 8-type model).
- Edward Castronova, "Virtual Worlds: A First-Hand Account…" (2001, SSRN) + "Synthetic Worlds" (2005) — the economics of virtual worlds as a science.
- CCP "Monthly Economic Report" (EVE Online) — the only major MMO publishing monetary statistics; ISK faucets/sinks in charts.
- Quantic Foundry — a data-driven model of motivations (12 factors) refining Bartle (more in M09).
- Module 4 (
04-online-worlds-1997-2005.md), sections "Bartle's Player Taxonomy" and "Virtual economies as research — Castronova".