Economic Changes?
Okay, here is an attempt to break down and provide abstractions to the real impacts of the Linden’s new‘economic changes’:
A 50% less bonus stipend means that you need twice as many ratings to generate the same revenue. That’s 2.
The rating cost hike to L$25 from L$1 means that it’s 25 times more expensive and difficult to give or recieve ratings. That’s 25.
Since difficulty is a process that multiplies upon itself(given from basic algebraic expansion) this leaves us with the following change to difficulty:
Difficulty = 25 x 2 = 50
This means every new player has to put 50 times the amount of effort that existing players had to for the same reward and all rewards heceforth are 50 times more difficult to achieve.
However, it gets better (or worse). The Linden’s state in their annoncement of the economic changes that this should only impact the state of the economy by drying up 25% of the incoming money (sources) into the system.
While this may very well in fact be the case for the system as a whole, the impact on the individual player is an oppresive 98% dry up of the wealth earned from bonus stipend.
If you are an individual who plays stipend to stipend, especially if you are on a basic account, this will seriously tax any ability to buy, build, and in essence gain any reasonable enjoyment from Second Life if you are not a socializer.
From a short-term perspective this may cause account churn(1), which may be a deliberate move by Linden Labs for what the could percieve as good thing. Less bandwidth and resource usage equates to less money they have to spend as a business. Basic Accounts don’t really make money. (...or do they)
The flaw in this short-sighted view of things is that it fails to consider the system dynamics as a whole and the proper management of a virtual world, the following are a small list of shortcommings:
- Public Relations and the killing power of bad reputation in the real world marketplace.(2)
- Failure to manage player expections.(3)
- Tries to justify the chages by comparing a Closed (Real World) Economy to an Open (Virtual World) Economy.(4)
- Potentially creates large-scale and long term negative socio-economic changes.
Since the focus of this paper/post is to discuss the socio-economic impacts I will keep refrain from discussing the other topics in detail here. If you wish to learn more about the other details please feel free to use the sources provided to research on your own.
The major economic change comes in the form of impacting the average user’s income. These players are the meat and potatos of the Second Life population and count for about 70% of it’s make up.(5) With the average user making less money it means that they are less inclined to go out to virtual clubs and shopping malls and spend their L$. Prices will eventually lower, but this is not an overnight change. The events that occur in the mean time are what break, truely break, the economy.
With less money comming into the system small and medium sized-business owners have to close up shop. Clubs that depend on dwell (now called ‘traffic’) to survive no longer break even and can self-sustain. The same goes for mega-malls as businesses in them vacate because they can no longer afford to stay there. This in turn leads to the owners of these Clubs and Mega-Malls have to start laying their paid staff off or shut down completely becuase they can no longer afford it. Worse still some mall-owners and club owners may not be able to afford to keep their establishments without a hefty monthly price tag in REAL WORLD MONEY. This will cause paying account members to abandon their accounts for Basic Accounts or at the very least lower paying accounts. Which in turn creates another deficit in Linden Labs’ revenue.
The long and short of the situation is you now have a recessed virtual economy. Traditionally, only the welthy benefit from a recession as it redistributes more of the available wealth to them. Unless you are a lucky enough to be among the wealthy minority in SL this change is not likely to be very popular with you.
BIBLIOGRAPHY
1. Developing Onling Games, pg. 137, New Riders Press
2. Developing Onling Games, pg. 310, New Riders Press
3. Developing Online Games, pg 224-229, New Riders Press
4. Designing Virtual Worlds, pg 265-267;562-575, New Riders Press
5. Developing Online Games, pg. 11, New Riders Press
DISCLAIMER AND AUTHOR’S NOTE
The information provided here is not meant as an attack or slander on Linden Labs or or any of it’s employees, it is merely the research and opinion of another game designer into the potential problems with the changes. You are free to disagree with any or all points provided in this paper, but you are encouraged to only do so if you’ve done the research to back it up and can directly contest all the points outlined withing. The author of this paper also strongly encourages you to approach this essay with an open mind. The author would also like to take the opportunity to point out that some people may argue the research is flawed because SL isn’t a ‘game’, however SL and many elements within it (such as the economy) are meta-games and the research provided still applies. Please do the research before you dispute. Thank you.
Chrono Templar
