Like most things in games, you just want to mimic life enough for it to be intuitive enough for the player to have fun with it. It's also important to consider that these models are based on historical real-world data, a game world is going to be a lot simpler. I find it hard to imagine how one would take the outputs from these models and visualise them in-game. The paper its based on (written by a game designer, not an economist) was motivated just to give a game along the lines of Mount & Blade more "realistic" prices.Ī problem with I have with models like this as an amateur gamedev, and with only rudimentary knowledge of economics myself, is that it's far too abstract and top-down for any game beyond a spreadsheet simulator. It's seriously sensitive to starting conditions though, and lacking many of the notions you'd expect in an interesting economy-based game, such as logistics or taxes. 1340933 I've tried implementing this simple agent-based commodity market in the past. According to Allais' model of the Great Depression, this happened in late 1932 before the election, even though the money supply was still shrinking, the economy had "bottomed out" by that stageĪnonymous 02/16/23(Thu)23:13:58 No. Eventually firms would reach the top of their money demand curve and start spending again. The money supply can be fixed of course, or variable under a fractional reserve banking model - in fact Allais was an advocate of full-reserve banking as in his model money supply fluctuations greatly contribute to economic instability.įor instance applying the Allais model to this scenario would see the opposite happen, firms would respond to falling prices by drastically increasing their hoarding of cash and reducing their production to draw down inventory. The money supply function is the inverse in a lot of ways so I won't go into much detail right now. The bubble ends because people eventually reach the minimum of their money demand function and have to stop buying, even if they want to buy more, and the sudden stop in buying combined with short memories causes people to see every pause as an end-of-the-world scenario. This generates bubbles because price increases cause people to forget the bad times and expect only future increases, causing them to bid up the price. Logistic means money demand responds to inflation in a non-linear but bounded fashion, Relative means that money demand is relative to money income, and Hereditary means that inflation "expectations" are based on recent past values, with the time horizon being variable (ie. If I knew comprehensively I would already be implementing it! The core of it is a pair of linked equations for money demand and money supply that is called the LRH formulation, standing for Logistic, Relative, Hereditary. Note that these are intended for econ graduates Another important work is "Imperfect Knowledge Economics" by Frydman and Goldberg. The closest thing I've found to a workable economic theory for gaming purposes is "Uncertainty, Expectations and Financial Instability" by Eric Barthalon and Maurice Allais. Capitalism Lab, Wall Street Raider, and EVE Online, unless I'm VERY much mistaken, all have "open economies" where resources can be created by the simulation out of thin air. ![]() ![]() Any reasonably competent player would destroy it in ten minutes.įor reference a closed economy is one in which all resources either exist in the simulation to start with or can only be created by participants in the simulation under fixed rules. Any other economic model that appears to be on the table is basically a toy. The "theory" major economic institutions use is called "Dynamic Stochastic General Equilibrium" which is effectively completely deterministic. There is no economic theory of a closed dynamic economy that is capable of responding to player input without shitting itself.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |