Why the
video game industry needs more economists.
Video games
are becoming more and more complex to develop: between AAA games reaching ever
higher stratospheric budgets (Destiny is scheduled to cost 500 million dollars)
and the mobile market facing ever stiffer competition, there is an increasing
need for formal analysis and the theoretical toolbox economists can provide.
The main blockade against economist is simple: most people don’t have a clue
what we do. We are usually bundled up with the administrative elements of upper
management with nary an extra thought. This needs to change.
I am an
economist, and this is my manifesto.
What does
an economist do?
Economic
theory starts from the most basic premise: what do people want? That answer is
actually simple: everything. Unfortunately, there isn’t enough resources to
fill that want. This forces people to make choices, and that’s what economists
do: we study how people make choices. Any choices, all choices: what to buy,
how much to pay, who to hire, what to eat, who to date, the list goes on and
on.
So, what
can an economist such as I bring to a video game company?
We can
bring plenty. Here’s a small sample of what we can do:
1. We can do cost-benefit
analysis. CBA is a very useful tool used
to evaluate whether a project (or an idea, or a decision) is viable or not.
It’s a structured and well documented approach that helps make enlightened
decisions. One of the better feature of CBA is risk assessment: being able to
determine the level of danger taking a certain decision will bring. You want to
invest 50 million dollars over two years to outsell Call of Duty? CBA will tell
you you’re nuts! Ok that one was easy, granted, but you get the idea.
2. We can bring the economic simulation
of your single-player games to more than a mere afterthought. Almost every game
nowadays has a certain market aspect built into it: you get loot, you buy armor
and potions and houses and stuff. The problem with 99% of those games is that
there is no value in the choices you are asked to make because there is always
almost infinite amounts of money. Think about it: most games would rather limit
you in the items you can carry than in asking you to pick the items you want to
buy carefully. Some people will argue that people do not want to bother with
being broke in-game, they suffer through it enough in the real world. I
disagree. I think the payoff to make the right choices given limited resources
is what makes a great game. Which brings me to my third point…
3. We can greatly increase the payoff
to players in multi-player games. When you think about MMOs for example, not
only do you see yourself killing a mighty dragon with 19 of your best online
friends, you also see the added benefit of selling your unwanted items to help
you purchase those weapons you need to kill that dragon’s dad! Or brother. Or
mother. Whatever. Playing the online version of ‘Pimp my character’ is nowadays
a national hobby, and an economist could make that part of the game more
interesting and rewarding.
4. Not only can we make trading better,
we can also make crafting better. Let’s see: acquiring scarce resources,
creating items and supplying what players need, nay demand, all this to make a
profit... Sounds pretty economish to me! We can help make crafting a more rewarding
experience.
5. We can help teams working on game
understand the advantages and shortcomings of the different ways a game can
make money: free-to-play, micro-transaction and subscription-based are the most
used business plans to turn a profit.
6. We can teach the basics of game
theory to decision-makers and decision-takers so that everyone talks the same
language. Imagine, when the time comes to take a decision between people with
different backgrounds, what it would mean if everyone had the same operational
language. No more having to explain every concept before using it. Even better,
having a simple language so that everyone
can understand what you want and how you want it: an end to people trying to do
something and failing because they didn’t understand the command. Game theory
states that every social interaction or decision can be viewed with the exact
same tools as every game known to men: players, strategies (according to the
rules) and payments (consequences to playing the game a certain way). Everyone
does this at an unconscious level, an economist takes those intuitions and
draws them on a board so everyone can see and input their expertise to get a
better picture. It’s magical!
7. We have a toolbox full of concepts
and theories that can help make video game making easier, faster, more
transparent and more fun! Network externalities, monopolies, standards,
cooperation, information asymmetry, DRM management and piracy impacts,
efficiency evaluations and a whole plethora of other bits of information that
can add value to your game company.
8. And there is so much more! Controlling
inflation (for example finding what we call money sinks to remove excessive
coinage made by looting and questing), anticipating and using devaluation of
older items post-patch, providing insurance for expensive items, assuring the
game is balanced when it comes to rarity of items, the optimal level of
surveillance end penalties for in-game crime, managing and sustaining
user-generated content, the list is endless.
Economic theory is here to stay, and economists are the specialists of
that toolbox that can make your business an even bigger success.
So don’t wait, hire an economist. We’re the cowbells of the gaming
industry.
P.S.: well not just any economist. Get the one that really understands
it.
P.P.S.: I meant me. Take me.
Simon Cadorette
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