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 5 of 10)
Shinji Sep 19th 2011 11:12PM
New gold sink? I have an idea that would be a perfect gold-sink and be a breathe of fresh air for a lot of players.
Triple Spec.
Blizz could charge 10,000g and tons of people would be glad to pay that. I for one would have it on most alts. I bet that even if they charged 20,000g plenty of people would buy it, at least on their mains.
Triple spec would add a new level of playability to characters, and with inflation the way it is, just the gold sink the game needs.
urf Sep 20th 2011 2:26AM
Absolutely! ... Exactly!!! YOU'RE A GENIUS MWAH come here let me kiss you MWAH MWAH
... The only thing better than this idea would be for class trainers to sell specs #4 and 5 as well. I'm pretty sure a lot of players - especially those playing the more versatile classes - can find use for at least four.
"Sextuple spec" would probably be overkill. Most people don't even know what that means, so there's a problem already.
Amaxe Sep 20th 2011 10:56AM
Of course wasn't dual spec originally a gold sink? Blizz might feel pressured to reduce that cost if it becomes perceived as necessary in game.
Or maybe I'm wrong here
urf Sep 20th 2011 2:10PM
Three (or more) specs would be much less a "necessity" than having two, but still very intriguing for many. Many people could be happy with two, and at the same time many others could raise the 10k or 20k or whatever for triple spec. It's more like a luxury. Blizzard could charge whatever they like for a long long time (maybe even raise the price after a year or two), so it's a good candidate for a gold sink.
Amaxe Sep 21st 2011 9:51AM
Well what I mean is this:
I'm sure that dual spec was not conceived of by Blizz of being "necessary" but rather a nice way to avoid the changing of the glyphs and needing to pay 50g on every friday night raid. But now I think a player who decided not to get dual spec would be hampered in raiding.
When Blizz makes something more convenient, it often becomes mandatory to stay even with others.
sarah Sep 19th 2011 11:13PM
I think everyone here missed the point. I think the "gold sink" Blizzard referred to is something that's fairly compulsory. Repair bills. Fast flying so you don't take forever to turn up to the raid (not required with Have Group, Will Travel, but still...) Gemming, Enchanting. I was ecstatic this week because I finally got back up to 10k gold. I've bought maybe two BoE epics EVER because I simply can't afford them. I still have 290% flying on all my toons, including my raiding main. Any more semi-compulsory gold sinks and I'm going to go crazy.
As for the completely optional ones, the people who really want the gear are going to ignore those anyway, so gear prices are going to continue to go up. Limiting the amount of gold that can be traded would be a more effective way to combat inflation. What if you weren't *allowed* to trade more than 50k at a time? What if the AH had a price cap of 40k, so that money doesn't pour into the coffers of the few who get the lucky drops?
Duts Sep 20th 2011 1:35PM
But as has been said previously, the AH does not introduce more gold into the game. It removes the AH cut and transfers from one player to another gold that is already in the game. I don't see what this has to do with gold sinks.
I am a fairly active AH player. A casual raider. An altoholic with 7 level 85s and am closing in on the 999,999,999g99s99c gold cap. My main toon has a choppa, traveler's tundra, dalaran ring, hilton's sack. I have bought almost all the BOA gear, guild rewards (cloaks, pages, lion mount). I also do not ever farm (other than on the AH) and very rarely do dailies - the actions bringing new, non-existent gold into the game - so why tax players with large gold reserves or many AH postings? Plz quit pointing at the AH as the cause.
Blizz nerfed the costs for dual-spec, riding, flying, etc. etc. They reduced vendor costs and increased farming rates through guild perks.
In WotLK we had choppas, travelrs mounts, cold-weather flying...what sinks have we had in Cata??? A choppa used to cost around 14K and a Tundra 20k, but are even less now with guild perks.
Wellsee Sep 19th 2011 11:36PM
@Jabadabadana
I am okay with people with multiple accounts surpassing the normal gold limit as they are paying real money for that ability (to be virtually rich!).
If they want to reduce the amount of gold in the economy, they could also apply a gold limit to accounts. (I am not saying they should, just pointing out a possible mechanic.)
Steffan Sep 19th 2011 11:41PM
Another gold sink from the Wrath-era was the dual spec. 1000g per character, as opposed to you yung'uns who got it good, with yer 10g price *grumblegrumblegrumble.* True, it wasn't *as big* a gold sink as the mammoth, but still.
Zamboni Sep 20th 2011 12:20PM
Most of the useful gold sinks have had their prices slashed. Dual spec was 1000g, then was was patched in at 10g. Riding skill dropped from 100g to 4g; epic riding skill dropped from 900g to 600g to 40g. Flying skill is only 200g. Remember when cold weather flying was another 1000g? New characters pay a fraction of the expenses that older characters paid, which isn't helping inflation at all.
And with copper ore selling at 30g per stack, I don't have much sympathy for new characters complaining about being poor. Quit buying and start selling.
Sam Sep 20th 2011 2:15AM
I personally dont see why people care if i have loads of gold, Im always helping friends out, buying gems, glyphs, boes etc.
But I would LOVE a casino. blackjack, poker, craps.
Basil Berntsen Sep 20th 2011 5:45AM
A casino with odds in the house favor would indeed be a gold sink. Unfortunately, the only thing we have like that now is the fortune cards, and those reward scribes already making 200g per glyph off of level 25s.
Didax Sep 20th 2011 10:58AM
"A casino with odds in the house favor..."
I find that statement redundant redundant =P.
But seriously...A casino (perhaps as an extension of the Darkmoon Faire), a donation-based faction, and a high-priced triple spec all seem to be good options.
However, I think that transmogrification and void storage are going to suck quite a bit of funds out of the economy.
vendeurfrancais Sep 19th 2011 11:58PM
the problem with a new goldsink is that a lot of hardcore auctioneers don't buy them, if you follow greedy goblin, he's capped several times, and he considers the goldsinks to be a waste of time, and I know a lot of players who think the same. if the only incentive to spend your massive motherlode of money is having a pretty mount, a lot of people aren't going to bother.
Fletcher Sep 20th 2011 12:19AM
So ... what *do* these people spend their gold on? Or is it that they just accumulate massive amounts of gold as an end in itself, and the exorbitant prices the rest of us pay at the AH is merely a side effect?
droknar Sep 20th 2011 2:11AM
@Fletcher - For the huge AH players, that *is* the game for a lot of them. Simply accumulating wealth. Others find it a joy to manipulate whole server economies because they have the assets to hold a whole market hostage for months at a time. It's less an MMO and more an economic/cash building game.
Killik Sep 20th 2011 4:48AM
It doesn't matter so much that these guys are gold-capped, if all they're doing is using it to make more money and sleeping in a bed of gold like a dragon. Inflation comes when they get spendy.
(cutaia) Sep 20th 2011 11:18AM
Haha..if someone caps out multiple characters with no intentions of ever spending any of it, then they ARE a gold sink. :P
vendeurfrancais Sep 20th 2011 6:14PM
well, i mean, gevlon put most of his money in the gbank for guild repairs and as rewards for people getting their guild achievements. then he took out all of it and the profit from cashflow.
icepyro Sep 20th 2011 12:08AM
The thing that got all this started was the gems. I easily racked up hundreds of gold by selling cataclysm gems. It brought up the price of ore, and now vendoring is not only not profitable, but leveling an ore based profession is now even more expensive. (I admit I haven't tried other professions yet).
Ironically, I think another thing that caused this is guild perks. Nobody likes donating money to the guild, so they rarely had money. Now my guild easily pays repair bills for nearly everyone. Since I don't pay my own repair bills, it's not making an impact on my budget. Since I get more mats when I gather or prospect, it's not making an impact on my budget as much as it did.
The game could really use a gold sink or two. The biggest sink in this expansion though is craftable, and therefore just spreads money around instead of sinking it. Mechano-hogs were also craftable, but they never sold for as much as some of the mammoths (well now with all the discounts, that's not completely true, but pretty darn close).