Gold Capped: Warcraft needs a new gold sink, and it needs it yesterday

Last month in this column, we discussed in-game inflation. Inflation is an inevitability in any economy -- a natural (albeit controllable) erosion of the value of money.
Usually, Blizzard falls over itself to do everything it can to promote balance. Are too many people dying to a certain mechanic? Slash the damage that mechanic inflicts by 10%, or change the frequency at which it occurs. Is a certain class struggling in PVP? Boost one of the bursty attacks by 8%. It's a subtle back and forth that goes on all the time.
With all the emphasis on balance, you'd think that Blizzard would micromanage the in-game economy to the nth degree. This quote (or this paraphrasing) from Lead Designer Tom Chilton from Gamescom stuck out rather prominently in my mind when I read it:
No gold sinks are coming soon because of the large variance in the amount of gold players have.
What in the heck are they thinking?
Raising the white flag
Let's call this what it is: Blizzard is surrendering the war against inflation.
Like DPS numbers and raid mechanics in World of Warcraft, real-life financial markets and the economy are heavily watched and regulated. While I'm sure all you armchair libertarians might take issue with the extent at which a government should regulate the economy, there's little question that bad things happen when the ball gets dropped (or, in some cases, when the ball is never even picked up in the first place).
What's a gold sink?
For those new to the concept, a gold sink is simply some (usually) non-essential item or service that takes money out of the World of Warcraft economy. Vial of the Sands is perhaps the most aggressive example in Cataclysm thus far -- each one that's crafted sucks tens of thousands of gold out of circulation -- but it's far from the only one. The 10% off the top that the Auction House takes, reforging, repair bills, and soon transmogrification -- all of these are gold sinks.
Typically, as WoW ages, game designers put more large gold sinks into the game. At first, advanced riding skills were gold sinks (900g to get the ability to use a 100% speed ground mount -- a lot of money at the time). Now, gold sinks typically take the form of mounts and items. In Wrath, there was the 20,000g Reins of the Traveler's Tundra Mammoth. The materials to craft Vial of the Sands cost around 30,000g. Even in patch 4.2, we have a few smaller (but definite) gold sinks: the 1,300g+ Crimson Lasher pet, the 1,300g+ Hyjal Bear Cub pet, the 437g Mushroom Chair, and the 3,000g+ Mylune's Call.
Gold sinks are often seen as luxury items, a way to flaunt wealth. But that's not why they exist. They're small battles in the losing but necessary war against inflation in World of Warcraft.
Gold inequality is the problem
Blizzard cites the variance of size in WoW bank accounts as the reason for not instituting a gold sink. That's bizarre thinking -- the inequality is the problem. Big players in the Auction House game are racking up bankrolls in the millions and even tens of millions. Even for more casual gold cappers, five-digit account balances are the norm and having hundreds of thousands is far from rare.
Now consider the more casual player. While they arguably have more in-game money now than they've ever had, at the same time, the gap between the WoW casual class, the WoW middle class, and the WoW upper class has never been larger. It's okay if the upper class -- those who play WoW for the Auction House -- are way ahead of the rest of the players, since they'll always have more money than they'll ever need. The problem happens when the middle class -- those who simply play the Auction House -- start blowing the casual class out of the water financially.
Why? Because it's the middle class that helps set the prices on the Auction House. They're not the ones buying Spectral Tigers. They're the people in trade asking to buy a pair of Valor bracers. They're the ones who spent a huge percentage of their bank account to buy that one i378 BOE in the earlier days of patch 4.2. They play the Auction House for some of those smaller rewards you can get -- a small but measurable advantage in the PVE game.
But these middle-class buyers are also buying just about everything that those more casual players are buying. They're grabbing food off the Auction House. They're buying glyphs for themselves and for alts. They're buying materials to help level professions or to just make a few Mythical Mana Potions for that heroic they're running later.
Because the middle class has so much money, they're willing to pay more for the basics. If they need a Flask of a Draconic Mind for a raid, they'll buy it regardless of the price -- 100g is a drop in the bucket. "Glyph of Spirit Tap costs 150g? Man, that's a lot, but I need it for my alt."
For more casual players, these necessities make up a significant portion of their bankroll. And worse yet, for absolute beginners, some of the most important elements they need -- say, that glyph -- are absolutely out of reach without strong knowledge of how to play the Auction House. That's the problem; inequality leads to more inflation, and more inflation requires people to do more to keep up. Sure, you may have cleared 80g for finishing that heroic yesterday, but what about that level 25 player who just got access to a glyph slot? They get a few silver for doing what you get 80 gold for. And without a doubt, these players are the ones who need those meager funds the most.
Gold sinks generally draw interest from all players. Everyone wanted that Tundra Mammoth, since it offered the ability to repair on the fly. New mounts have a cool factor. None of this stuff is necessary for players to have. It's just a little something extra to keep the economy from falling apart.
The consequences
Surrendering the war on inflation will have terrible consequences, mostly for the most casual of players. Without a steady Auction House income, these players won't be able to afford much beyond simple repairs. The middle class of players are going to feel the pinch too -- a BOE piece of gear will probably cost 250,000 gold or more in the opening days of patch 5.0.1; basic flasks might run thousands of gold each. A single Pandaren herb might run 100g.
Obviously, inflation is going to happen no matter what Blizzard does. But by surrendering the war, inflation is going to get much worse that much sooner.
Are gold sinks the only solution?
If Blizzard doesn't want to put in a new gold sink, one would hope it's got a plan to deal with the consequences. Certainly, dealing with inflation doesn't require a gold sink, but it's the most elegant solution.
What are the other options? Well, if inflation is rampant and newer players need to buy the bare essentials, the game will have to pay out progressively higher rewards for simple quest completion and monster drops. (One wonders why these drops and rewards are so tiny as-is -- 10 silver doesn't buy anything.) Blizzard will need to give players the tools to deal with out-of-control prices.
But does that really solve anything? Pumping more gold into the World of Warcraft economy will only worsen the existing problem. And worse yet, it will rapidly erode any kind of savings that players have. Your local economy works because of the actions of 10 or so major (~1,000,000g) players, backed up by another hundred or so minor players (~100,000). With inflation making the act of working for more money than you immediately need futile, these players are less likely to keep the economic motor humming. The consequence of that: Not being able to find what you need on the Auction House when you need it. (If you've ever been on a low-population server or even the less-played faction of your own server, you know how frustrating it can be to see only 12 Wool Cloth listed at any given time.)
Certainly, Blizzard doesn't have to put a shiny new 50,000g mount in the game, or a bunch of 10,000g pets, or something even more expensive like player housing. But it's the most effective, elegant solution to a problem that will only get worse without attention.
Filed under: Economy, Cataclysm, Gold Capped






Reader Comments (Page 1 of 10)
Wellsee Sep 19th 2011 9:08PM
They should stop raising the gold cap.
Jabadabadana Sep 19th 2011 9:19PM
Many of the really really wealthy players are running more than 1 account, with 10 toons on the server.
Guy in my guild has something like 5 accounts.
That gold cap is irrelevant because you can always have more toons, and if you set it really low, the middle class start bouncing off of it.
Spellotape Sep 19th 2011 9:31PM
I would agree with this - the jump between the last gold cap and the current hasn't done anything except encourage people to gain more wealth. Those who play the game solely (or mainly) for the AH are pretty creative and can get to cap with concerted effort, even a more casual AH-player (like myself) can have achieved gold cap by this time or earlier ... and then what? Simply start a new toon to transfer more gold to in order to continue trying to reach cap.
VSUReaper Sep 19th 2011 10:50PM
Hell, if I had 10 toons on a server that were all gold capped, what I would do is create a 1 man guild bank, and cap that. (Assuming that the guild bank **can** cap in the first place)
Fill that up, make another. And then another until its not feasible anymore. And honestly, if you have that much gold, try spending it on stuff or do charities?
Abbadon Sep 19th 2011 11:09PM
@VSU
Each toon can carry 2m: 1m in the bag on the toon and 1m in a guild bank.
Eirik Sep 20th 2011 8:03PM
You silly fellow. Do you not realize that every character that holds and keeps gold in excess of the amount they spend is removing that money from the economy? They have the *potential* to spend that money, sure. But unless they spend it, it has been removed from the economy for any practical measure.
The most that can be said is that the population with those incredible stores of money may cause people to inflate prices in an effort to entice that money from those hoarders. If you DO go and spend it, that money is of course no longer out of the economy.
The best case (for removing money from the economy) is where someone gets gold capped, becomes bored, and deletes the character (and the money). Money gone, poof!
Fletcher Sep 19th 2011 9:15PM
What about increasing repair costs at high levels? I suppose it wouldn't be balanced - plate PVErs would pay more than cloth PVErs, PVErs would pay more than PVPers, and the auction house tycoons wouldn't have to pay a dime.
angellusEU Sep 19th 2011 11:21PM
that was the system we had before until quite recently, and it didnt work. repair and reorging costs are already rising , many people spend hundreds or even thousands a week trying out ne gear strategies, it just isnt effective
Basil Berntsen Sep 20th 2011 5:28AM
Anything that costs the poorest players the same as the richest one won't work. And I suspect that's what Tom Chilton thought about when he was asked about gold sinks. More repairs etc won't help as much as a sink that is more likely to erode auctioneers' wallets.
qeqivah Sep 19th 2011 9:20PM
new shiny mounts! I am a confirmed mountaholic. But let's start mid-range for that middle class. Better yet, make the mats be items or products from the various professions; all of them, even fishing and cooking, from several levels of training. All could benefit financially.
My totally useless economic comment. Ask me about science, not finances. LOL
Scott Sep 19th 2011 9:23PM
Amazingly enough you can make your own gold sinks in this game!
1) Find a newb
2) real-id them so you can ensure they aren't an Alt of a fellow millionaire
3) Sponsor them in their WoW adventure
Russell Sep 20th 2011 12:23AM
Given that you don't seem to understand what a gold sink is, you obviously are not a "fellow millionaire".
Scott Sep 20th 2011 1:29AM
Gold Sink - something to spend money on for no great return so that the gold goes out of the economy rather than into a fellow merchants pocket.
So you have ALL the mounts you could buy, ALL the epics you could wear, ALL the vanity items you could acquire. You have 10 toons on the one server all with oodles of cash and all of the above as well. Rather than asking Blizzard to create a gold plated WC with flashing lights and dancing girls for you to go all inception on with your current load of crap you could buy/make/find stuff for a newb. Get them a nice mount when they ding 20, 40, 60 or 70! Buy them an epic axe/sword/staff/shield/mace that you saw on the AH. Heck buy/make/find them every pet they could ever imagine.
Every thing you buy from a vendor, make with farmed mats or find but don't sell for profit and instead gift to someone new will take gold out of circulation. PLUS if you take the CUSTOMER out of the market, no one will buy your stuff and so you won't make any more money and therefore inflation will be slowed. I'm no economist but I'm pretty sure prices only go up when supply can't meet demand.
If you can't do anything about supply try acting on demand instead :)
Xantenise Sep 20th 2011 1:12AM
Gold sinks means destroying gold, not redistributing it.
Quaza Sep 20th 2011 1:25AM
Unfortunately an alt doesn't need as much gold as you would think. I honestly send my alts 2k, and 4 netherweave bags, and that'll do until level 70. 2k, while noticeable, still isn't that much to a middle-class player with a 5-digit bank account, especially since I really don't have anything to buy.
Killik Sep 20th 2011 4:38AM
That's a nice thing to do, but it isn't destroying gold. In fact, it's making the problem worse for other newbies, as your favoured level 10 prices them out of the goods they also need. Leading to... price inflation.
Xlo Sep 19th 2011 9:24PM
Kingdom of loathing had a problem with their currency and I forget actually what it was but basically it wipes all accounts and made everyone start at zero.
Now that is pretty extreme but at the rate the quests you do and being able to raise money outside the auction house, it might just be necessary to prevent the rampant prices we are currently seeing.
vendeurfrancais Sep 19th 2011 11:56PM
i think you mean black tuesday when there was a massive glitch discovered that allowed you to get millions when you used an item if you had no meat. they did reset a few accounts, but mostly they just put meatsinks in.
Bellajtok Sep 19th 2011 9:24PM
Hmm. How about taxation based on ability to pay? I know people would QQ about socialism, but it seems to me best solution to the problem as described is to make "heavy-use" gold sinks like repairs and the AH cut have more effect on players with greater amounts of gold. Describe it as the NPCs "taking advantage of the rich" or something.
Oh, and give me the repair money from Jeeves. Engineering would instantly become the most profitable profession. (Yeah, I know it's never gonna happen. I can dream right?)
Eddy Sep 19th 2011 10:07PM
Then people would just put all of their gold onto their bank alts, and carry around 2 copper (or the bare minimum) on their mains to avoid ever having to repair or pay to list auctions.