My Theory…
I’m brand new to Project Entropia, so what do I know?
But, I’m playing specifically because I’m interested in the effects that the PE economy has on game play, so I’ve been thinking about this alot since I started. Here’s my theory:
MindArk makes it’s money in three (maybe four) ways:
- 7% service charge when you deposit or withdraw.
- They deposit the US dollars in an interest earning account.
- The occasional sale of virtual assets (e.g. Landgrab?)
- Possibly (but I doubt it), a small percentage on decay, etc.
Here’s why I believe this… If MindArk relies on almost exclusively on items 1-3, they’re able to build a closed system that runs little risk of bankruptcy and promotes a continously growing virtual economy.
There’s no doubt that they’re earning money on the 7% service fee on the deposits and withdrawls. Also, since they can’t really just go out and spend the dollars on deposit without running a serious risk of a “cash-out” epidemic, and a subsequent bankruptcy, they’d have to be fools to not have invested most of the real money in an interest bearing account. Depending on the amount of money on deposit, the interest could be seriously non-trivial. Think 4% annually on several million dollars. Players are provided interest free loans to MindArk while they play.
When MindArk determines that the virtual economy is sufficently robust to support it, I think that they occasionally drain money from the virtual economy by selling virtual assets (e.g. LandGrab). This may help fund the development of those features.
As for the fourth item (decay percentage), I doubt that MindArk is tapping it at all unless they need it to meet their operational expenses. If they are, it means that on average, every player is losing money by playing, and that leaves very little room for anyone to be profitable. They want to create the impression that you can play for free (or even make money) and that is very difficult if they’re fixing the odds too heavily. Not being dependent on this option also frees them completely from concerns about what players are actually doing in game.
If you assume that there is no MindArk profit on item 4, it leaves you with the following in-game economic model.
- There are one or more “loot-pools”. I suspect one for hunting, one for mining, and one for crafting.
- Purchases from TT terminals for ammo, bombs, etc. put money into the corresponding loot pool. Failed crafting attempts put money into the loot pool.
- Sales of items to TT terminals withdraws money from the loot pool, as do successful crafting attempts.
Basically, when you buy ammo/bombs or craft, you’re buying chances to win PEDs back out of the loot pool. Obviously, these chances are affected by skills, etc. etc.
There’s a number of nice features of this model. One is the “coincidence” that ammo, bombs, and repair are all unavailable from the crafting professions. It is self balancing, in that when more players buy ammo, more creature loot is generated. As more player buy bombs, more resource loot is generated, etc. MindArk has no real financial dependency on anything that happens in game. All they have to do is balance the books and try to make the game play as enjoyable as possible. They are slightly impacted by withdrawals (in the sense that it reduces their investment trust), but that’s largely offset by the fact that they earn another 7% service charge, and helps promote the impression that you can make money in game.
The model is not dependent on the continuous influx of new players (although that is always good). This is the primary reason I am suspect of models that assert MindArk is skimming the decay costs. Any model that requires new players to be viable will eventually collapse. I think they’re looking farther forward than that. The existing players can continue to “cycle” their PEDs back and forth indefinately without any serious economic consequences. There would be a rise in the skill levels required to be competive however…
There’s one other interesting observation if my model is correct. Specifically: It’s not about players versus MindArk in any sense. It’s always versus other players. If I buy 1000 rounds of ammo, 10 PEDs of creature loot is out there somewhere. The question becomes will I get it, or will someone else? From MindArk’s perspective, this is good, because it means that they do not have to adapt at all to changing levels of player competence in order to be profitable.
Anyway, that’s my theory. If you think this post was useful or interesting, please find me in game and answer some questions. I’m still trying to figure out if my margins are above or below average, etc. Basically, starting with 193 PEDs, I’ve mangaged in 3 days to convert it into about 177 PED (TT value) worth of resources and equipment. I’m about to grind most of into crafting skills. In the process, I’ve earned maybe 100 skill points in laser rifle, mining, computer, drilling, etc.
Dirk Starlight