My belief, and that's is what it is, not fact, but belief, is that the ability to procure large amounts of on - game currency with ease is directly responsible for the escalation of
game economy inflation.
Not exact matches
Your
game doesn't need to involve stocks or
inflation to have a
game economy.
- the crafting system encouraged massive over-production by rewarding players for each item produced - this over-production led to hyper -
inflation as NPC shopkeepers printed money on demand to buy the worthless items - players used vendors as unlimited safety deposit boxes by setting the prices for their own goods far above market value - item hoarding by players forced the team to abandon the closed - loop
economy as the world began to empty out of goods - player cartels (including one from a rival
game company!)
The comments you displayed about
Inflation and IGE - I believe the concept can sometimes ruin some
games, as well as browser based MMORPGS; I have found that it also seems to benefit some
economies, such as that of SecondLife (more of an RPG virtual life
game, with MMORPGS within it)- the few cash cow exchanges became so popular that SL even opened up an official exchange.
A recent discussion over at Terra Nova also highlights that classical definitions and measures of
inflation and deflation may not make sense for talking about certain
game economies.