
Originally Posted by
kaybeebiscuits
I must agree with you to much of an extent. My grandson recently showed me his game play on Team Fortress 2 lately and I was shocked that Valve was charging up to US$9.90 (mostly around the US$2.00-5.00 range) for a single digital possession: a single weapon, and up to US$39.90 for a unique intangible hat.
This has caught my attention and I have recently done some probing into the game and found that it was far worse off. Some people bought "keys" using up to US$2000, just to "gamble" them on "crates" that dropped in game. Some people really will do anything just to get an item that does not drop for them. Even those who express just a mild intention at first might quickly be psychologically tormented by time, and in turn become tempted to use their money to purchase them when they can no longer tolerate the amount of envy they have for other players showing off their weapons. I hear some legal action has already been expressed, or that some players are voluntarily surmounting to an inevitable deadlock with Valve in a joint coalition.
The conclusion is that, inevitably, many digital possessions will become more and more popular in time and developers can potentially lower the "supply" side of an inexistent and intangible economy deliberately just to make use of the high demand and yield high gains - at almost zero maintenance cost; just highly miniaturized and efficient circuit boards with powerful CPUs. It is kind of a new topic that should be studied by economists in the 21st century. It does not go contrary to the whole point of economics requiring that scarcity entails choice, or the necessity of, but rather, it expresses itself in such a way that it is possible to choose the amount of scarcity just to adjust the amount of choices available. This is entirely impossible in real life due to the lack of raw materials, but utterly possible, though I find outrageous, across the digital ocean.
Serves them right in my opinion.