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 2 of 10)
Amaxe Sep 19th 2011 10:41PM
Well what if you also made gold Bind on Battle.net account?
avgjoe Sep 20th 2011 1:01AM
this actually isnt a bad idea if you modify it. consider a higher sales tax on the ah for that accounta net worth. i dont mean something ridiculous (ala human government). the high end gold cappers are using the ah to amass their wealth. it would make it harder for me to corner markets or run the little guy off if my ah sales had a lower profit margin. i realize initially it would put me in that boat but it would also cause me to "invest" in inventory more, and with lower inflation i wouldnt be opposed to that.
Basil Berntsen Sep 20th 2011 5:33AM
WoW has nothing to do with socalism, it's a dictatorship where the dictators dictate the rules of physics, in addition to your actions in them.
Your tax idea would work if properly implemented, but you could get the same effect by making some super-duper-new-shade-of-purple-mount and make it 100k gold at a vendor.
Vyx Sep 20th 2011 7:07PM
Barrack?!? Is that you?
Bellajtok Sep 20th 2011 10:13AM
Basil, with all due respect, I think you underestimate the player will for shinies. Any mount or companion, even costing 100k, will be bought by the "middle class", and affect them more significantly than it did the high rollers. In fact, that's the problem with gold sinks in general- they cost a greater percentage of money for those with less money. But any gold sink where people are willing to pay will have the same or even a greater effect as a gold sink where people have to pay, because they will pay once they can and it's a fixed(high) amount. True, it has no effect on the poorer population, but then they feel left out, which runs counter to Blizzard's current design philosophy of "anyone can do anything".
The only solutions which will proportionately affect the richer more than the poorer are those which are in some way designed to do so and get around the inevitable attempts to circumvent it. Several great ideas for that have been suggested in these very comments.
I guess in the end I don't have any problems with mount and pet gold sinks, and probably they serve the purpose of lowering AH prices by lowering the middle class money pool. But it troubles me that Blizzard would ever design a mount or pet for that purpose- because us poor people would want it too, and if we ever got it, it would set our money pool back to zero.
dleehollandjr Sep 20th 2011 1:58PM
The tax idea is an interesting one on paper, despite whatever your political leanings may be.
The problem is that taxes are paid to a governing body under the assumption that some publicly controlled good/service is being exchanged. In real life, our taxes go to things like fixing roads, the military, public schools, etc. These are ubiquitous, quality-of-life endeavors without which our society would likely cease to function. I'm having a hard time imagining what quality-of-life services Blizzard could give us for in-game gold.
If in game gold was to be arbitrarily taxed without any return on our "investment" whatsoever, it would only be a matter of time before a new Magna Carta is delivered to Blizzard in the face of cancelled subscriptions.
JCinDE Sep 19th 2011 9:29PM
IMO they should add additional fees for heavy auction house users. If you put more than 5 items for sale at a time, then each auction you add will tack an additional 1% deposit fee and 1% payout cut.
If farming the AH for gold is the problem then treat the problem.
Turtell Sep 19th 2011 10:56PM
Doesn't that just discourage people from participating in the economy? adding more barriers isn't going to help.
Above, it says, "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.)"
Kuckuck Sep 19th 2011 11:19PM
AH players aren't the problem. The problem is that whenever someone does a daily or a quest gold is created out of nothing. If the gold is not destroyed, such as with a gold sink, then the total amount of gold held by players on a server must increase without bounds. If the total amount of gold held by players on a server is relatively higher, then more people will have more gold to spend on more stuff. This, over time, causes the prices of items on the AH to go up relative to the total amount of gold on the server held by players because sellers are able to maximize profits by raising prices due to everyone having more gold.
The idea of a gold sink is that by creating something that many people will want to buy and then putting that item on a vendor of some sort for some amount of gold, the amount of gold held by players on a server can then be decreased (vendors destroy the gold) and therefore can be controlled and will stop or slow down inflation and keep prices stable.
Basil Berntsen Sep 20th 2011 5:34AM
Also, by allowing people to accumulate more gold than they can use, you're actually delaying the effects of inflation until they release their hoard onto the open market.
Dennis Sep 20th 2011 1:26PM
I think that an escalating auction house fee would help. Have the percentage go up as prices rise. To a maximum of 50%. Have the minimum cut percentage, then have the cut match the auction amount in 1000's of gold. An example would be a 7300g auction would have a 7% cut. and a 12,900g would have a 12% cut. To make this work Blizz would have to use this tax rate for the value of all auctions combined instead of the individual auctions. There would also have to be a mechanism to exclude the price of materials of the vial of sands and motorcycles from the price.
Khegh Sep 19th 2011 9:32PM
So you're saying that Blizzard should place artifical gold sinks into the game because some people aren't as willing to work hard at the game than others? Really?
If anything, I think the fact that so many people are willing to pay 100g for a flask, or 275g for a stack of food makes it even easier for even casual players to make money - max cooking, go fish for 10 minutes, and you can make a stack of food. Bam, a couple hundred gold. Do that once a day and you're bringing in over a grand a week.
I think the bigger problem is when people aren't willing to put in the work, then complain as loud as they can that someone else has something they don't.
Bellajtok Sep 19th 2011 9:48PM
Your definition of "work hard at the game" varies from mine. For me, working hard is finding enough time in the day to get my dailies and a zulroic done. More than that, and I'm taking away from RL time that I need. And btw, I can bring in a thousand gold just doing the dailies for a week. It's pretty easy. But it's not enough to counter a few wipes in a zulroic every time I go in. (~100g per death.) And I have some max level profs, which I try to be good about keeping some stuff on the AH. But the market is not favorable for me- a low server population and a couple other people who have way more time than I do. Sorry, but I put in as much "work" as I can afford- and I'd also like to remind you that this is a game. If it makes me work, something is wrong.
furrama Sep 19th 2011 9:55PM
You sound like one of them thar con-ser-vi-tivz.
(I kid, I kid.)
vegetto375 Sep 19th 2011 10:02PM
I think you miss part of his point. a new player will have no way of getting items that require to have your profession at a certain level, and is this players that inflation affects the most. A new player on his lvl 25 toon cant afford a glyph to help him along the way cause the price tag on it is way out of their pockets. Players cant even get a cool blue or epic from the auction hose cause that 85 with huge amounts of gold is willing to pay an obscene amount of gold so his twink can have the item. other who don't play the AH or just have no luck with it will be also hurting in their ability to obtain and upgrade or and enchant they need cause others will just pay or sell for prices that are out their price range.
I See What I Did There Sep 19th 2011 10:05PM
Pretend you're brand new to the game and go roll a new toon on a new server and start leveling. When you hit lvl 25 check the AH for the glyphs that are available to you. Those glyphs can easily cost 10-15 times more than the total amount of gold a new player has by time they reach lvl 25.
Telwar Sep 19th 2011 10:25PM
@Bella: Really? 100g/death? How? My mid-370s toons take about 13-14g/death.
@Khegh: Many people play the game to have fun, not to have more work. Of course, everyone's definition of what's work and what's fun changes, but I strongly suspect that most people only do what they need to do to get by in-game and don't worry about jacking up their gold.
I could rack up a lot of gold if I so chose, I'm quite certain of that. I have the profitable tradeskills maxed among my toons, and I certainly made quite a bit of money the week after Cata selling blacksmithing weapons (I think I sold two Obsidium Executioners for 18k, which more than made up for the costs of leveling blacksmithing), but I just can't bring myself to find that entertaining, especially since I can make more than enough to meet my gearing needs doing dailies for the achievements, and occasionally selling stuff on AH when I feel like it.
CTD Sep 20th 2011 3:53AM
I don't get the "poor new players can't even afford glyphs" argument. Any gathering profession can make the gold necessary to pay most glyphs in a matter of minutes at any level. And any new character is free to get into the glyph market himself; those expensive glyphs aren't all high level by any means, you can get your firs 100+g sales with the very first batch of glyphs you make.
Camo Sep 20th 2011 9:46AM
"For me, working hard is finding enough time in the day to get my dailies and a zulroic done. More than that, and I'm taking away from RL time that I need. And btw, I can bring in a thousand gold just doing the dailies for a week."
Sure, the dailies might net you those thousand gold for the work of a WHOLE week and you say that you struggle to find the time to do them.
I craft a few heavenly shards and sell them on the AH and make a grand per DAY with a time investement of maybe an hour or two per week.
The main reason I'm not doing dailies is just that: they aren't rewarding enough for the time investement, that is the real work.
dj.clayden Sep 20th 2011 12:18PM
I wish people wouldn't pretend repairs cost a significant amount of money. 100g for a death?
Just tested on my pala (average ilvl 376, but I'm not sure it makes a difference) and a death cost me 12 gold 83 silver.
I know people exaggerate to make a point, but that's not really hyperbole that's just fabrication.