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Let's get this out of the way first: most GameFi sucks. I'm not going to point fingers at any particular project burning through venture capital, but we all know the smell. The well has been poisoned by Skinner boxes from a kindergarten craft day, and it's proudly labeled with "play AND earn" scrawled in crayon.
But here's the thing — the trepidation around crypto mechanics in your favorite game isn't just Loot Boxes redux. It's not simply another cash grab by greedy studios (though that certainly happens). The fear runs deeper because it threatens something fundamental about how we think games should work.
Most NIMBY sentiment about crypto in games points a finger at the Diablo 3 market and smugly says "See, don't work."
Let's talk a bit about Blizzard's attempt to legitimize third-party item trading by creating an official marketplace. Let's reminisce about how it backfired spectacularly, fundamentally breaking the entire game's core loop. (Generally regarded in game design circles as a "bad thing to do".)
The problem was that the auction house became the dominant strategy. Players could buy perfect gear with real money instead of earning it through gameplay, making the act of playing the game less efficient than just shopping. The auction house became the game, and the whole demon-slaying part just became largely an annoyance.
Blizzard shut down the auction house in 2014, admitting it had "undermined the game's loot-based gameplay". The lesson here isn't that real-money trading is inherently bad — it's that poorly implemented economic systems can destroy a game's incentive structure.
But virtual economies don't need official sanction to emerge. Over in the pastel world of Habbo Hotel, something fascinating was happening. Players organically created their own currency system using cheap plastic chairs as the standard unit of exchange. Not because the developers programmed it that way, but because thousands of teenagers collectively decided these particular chairs were worth something.
The original Habbo economy had no in-game currency at all — if you wanted furniture, you texted a specific message to buy it directly with real money. But players needed something to facilitate trades between themselves, something more granular than expensive items. So they chose the cheapest thing in the catalog - basically a virtual IKEA INGOLF - and turned it into a medium of exchange. The very definition of "fiat money".
This wasn't just kids being random. It was the spontaneous emergence of a monetary system driven by pure collective belief. This is a case study for Harari's contentions about human imagination. These Habbo players were demonstrating this principle in real-time, creating value from consensus alone.
Then there's World of Warcraft's gold farming phenomenon, which revealed how virtual economies inevitably connect to real-world labor markets despite developers' best efforts to prevent it. By 2005, an estimated 100,000 full-time gold farmers were working in China, and by 2009 that number had reached one million. The virtual goods market was valued at $300-900 million annually.
Chinese workers would sit for 12-hour shifts, killing the same monsters repeatedly to accumulate gold that was then sold to "cash-rich, time-poor" Western players. What normally took four months of casual play could be completed by professional farmers in a fraction of the time.
The key insight? Virtual economies don't exist in isolation. They're connected to real-world economic pressures whether developers acknowledge it or not. The gold farming industry emerged because there was genuine economic value being created in these virtual spaces.
Want to see what a real virtual economy looks like when developers embrace it? Forget shitcoin shenanigans and look at EVE Online. For over two decades, CCP Games has published monthly economic reports tracking everything from mining output to market velocity, treating their space sim like the economic powerhouse it is. The game operates on pure supply and demand mechanics, where players mine, manufacture, and trade in a completely player-driven market.
The beautiful chaos of EVE's economy comes from its interconnectedness. Tweak the spawn rate of one mineral in some backwater asteroid belt, and six months later you'll see ripple effects in ship prices across the galaxy. Players regularly discuss market crashes and deflationary spirals with the seriousness of actual economists. This isn't a game with an economy tacked on — the economy IS the game.
It gets better. EVE has seen legitimate market manipulation schemes that would make Jordan Belfort proud. Price fixing, insider trading, artificial scarcity — all the capitalism greatest hits, playing out in digital space with real consequences for thousands of players. The game doesn't try to prevent this; it embraces market forces with all their messy, human complexity.
Even the monthly subscription becomes part of the economy — players can buy PLEX (game time tokens) with real money and sell them to other players for in-game currency, creating a direct exchange rate between real dollars and virtual ISK. The subscription itself becomes a tradable commodity.
But if you step back and look at all these examples — Diablo's auction house disaster, Habbo's chair currency, WoW's gold farms, EVE's market manipulation — a pattern emerges. We keep talking about virtual economies as if they're some special feature that gets added to games. As if there's a difference between "games with economies" and "games without them."
That there is what you call a "false dichotomy".
Alright, let's get down to brass tacks: most games are built up from systems that some way or another use economic mechanics.
This is the bread and butter of RPGs. Think about any one: the core loop is do work, get paid in two currencies (money and experience), exchange those currencies for goods and services (better gear and new abilities), use those purchases to do more work more efficiently. It's a job simulator with dragons.
The inventory system? That's resource management and storage costs. Crafting recipes? Supply chains and manufacturing. The skill tree? Investment strategy and portfolio optimization. Random loot drops? Gambling mechanics driving engagement through variable reward schedules.
Even single-player games operate on economic principles. Your health potions have opportunity cost. Your limited inventory slots create scarcity. Boss fights are risk/reward calculations. Everything in the game world has a value relationship to everything else.
These economic constraints aren't accidents or afterthoughts — they're doing essential work. Games want you to feel like you're getting stronger, but they can't let you become so powerful that the challenge disappears. So one lever designers have is economic friction: better gear costs more money, upgrades require rarer materials, powerful abilities have cooldowns or mana costs.
The economy is a negative feedback loop that exists to balance the positive feedback loop of character progression. It claws the gameplay back from an unfettered power fantasy into Mihaly Csikszentmihalyi's nifty diagonal sine graph.
Without economic constraints, games would be brief power trips ending in god-mode boredom. The economy forces you to make choices, prioritize resources, and work for improvements. As Sid Meier famously (didn't actually) say, "a game is a series of interesting choices" — and economic systems are what make those choices interesting. It turns power progression from a straight line into a complex problem to solve.
So when someone tries to add blockchain mechanics to your favorite game, don't panic about greedy developers or exploitative capitalism. Those problems already exist in every game economy ever created. The question isn't whether virtual items should have real-world value — they already do, as the billion-dollar gold farming industry proves.
Looking at these examples, the pattern becomes clear. Diablo's auction house stumbled because it didn't appreciate how markets would reshape player behavior. WoW's gold farming persisted despite regulations because economic pressure, like horny dinosaurs, finds a way. Habbo's chairs became currency through pure emergent behavior that developers never planned for.
EVE, on the other hand, leaned into these economic realities from the start. Instead of fighting market forces, they embraced them. Instead of trying to control player behavior, they gave players the tools to create genuine economic complexity. And they've thrived for over two decades because of it.
Here's what GameFi projects are missing: economic systems work in games when they don't feel like an ECON 101 professor beating you over the head with a theory textbook. They succeed because they create compelling complexity and difficult decisions that players actually want to engage with. EVE players don't participate in market manipulation because they're trying to cash out — they do it because it's genuinely interesting gameplay.
GameFi needs to stop focusing on tokenizing everything. Airdrops and "play to earn" mechanics attract a mercenary class who will churn the moment they can't see a clear value proposition. Instead, tokenization needs to be woven into the overall design holistically — where the economic mechanics serve the game, not the other way around.
The economy is the game. It always has been. Maybe we should start being honest about it.
Let's get this out of the way first: most GameFi sucks. I'm not going to point fingers at any particular project burning through venture capital, but we all know the smell. The well has been poisoned by Skinner boxes from a kindergarten craft day, and it's proudly labeled with "play AND earn" scrawled in crayon.
But here's the thing — the trepidation around crypto mechanics in your favorite game isn't just Loot Boxes redux. It's not simply another cash grab by greedy studios (though that certainly happens). The fear runs deeper because it threatens something fundamental about how we think games should work.
Most NIMBY sentiment about crypto in games points a finger at the Diablo 3 market and smugly says "See, don't work."
Let's talk a bit about Blizzard's attempt to legitimize third-party item trading by creating an official marketplace. Let's reminisce about how it backfired spectacularly, fundamentally breaking the entire game's core loop. (Generally regarded in game design circles as a "bad thing to do".)
The problem was that the auction house became the dominant strategy. Players could buy perfect gear with real money instead of earning it through gameplay, making the act of playing the game less efficient than just shopping. The auction house became the game, and the whole demon-slaying part just became largely an annoyance.
Blizzard shut down the auction house in 2014, admitting it had "undermined the game's loot-based gameplay". The lesson here isn't that real-money trading is inherently bad — it's that poorly implemented economic systems can destroy a game's incentive structure.
But virtual economies don't need official sanction to emerge. Over in the pastel world of Habbo Hotel, something fascinating was happening. Players organically created their own currency system using cheap plastic chairs as the standard unit of exchange. Not because the developers programmed it that way, but because thousands of teenagers collectively decided these particular chairs were worth something.
The original Habbo economy had no in-game currency at all — if you wanted furniture, you texted a specific message to buy it directly with real money. But players needed something to facilitate trades between themselves, something more granular than expensive items. So they chose the cheapest thing in the catalog - basically a virtual IKEA INGOLF - and turned it into a medium of exchange. The very definition of "fiat money".
This wasn't just kids being random. It was the spontaneous emergence of a monetary system driven by pure collective belief. This is a case study for Harari's contentions about human imagination. These Habbo players were demonstrating this principle in real-time, creating value from consensus alone.
Then there's World of Warcraft's gold farming phenomenon, which revealed how virtual economies inevitably connect to real-world labor markets despite developers' best efforts to prevent it. By 2005, an estimated 100,000 full-time gold farmers were working in China, and by 2009 that number had reached one million. The virtual goods market was valued at $300-900 million annually.
Chinese workers would sit for 12-hour shifts, killing the same monsters repeatedly to accumulate gold that was then sold to "cash-rich, time-poor" Western players. What normally took four months of casual play could be completed by professional farmers in a fraction of the time.
The key insight? Virtual economies don't exist in isolation. They're connected to real-world economic pressures whether developers acknowledge it or not. The gold farming industry emerged because there was genuine economic value being created in these virtual spaces.
Want to see what a real virtual economy looks like when developers embrace it? Forget shitcoin shenanigans and look at EVE Online. For over two decades, CCP Games has published monthly economic reports tracking everything from mining output to market velocity, treating their space sim like the economic powerhouse it is. The game operates on pure supply and demand mechanics, where players mine, manufacture, and trade in a completely player-driven market.
The beautiful chaos of EVE's economy comes from its interconnectedness. Tweak the spawn rate of one mineral in some backwater asteroid belt, and six months later you'll see ripple effects in ship prices across the galaxy. Players regularly discuss market crashes and deflationary spirals with the seriousness of actual economists. This isn't a game with an economy tacked on — the economy IS the game.
It gets better. EVE has seen legitimate market manipulation schemes that would make Jordan Belfort proud. Price fixing, insider trading, artificial scarcity — all the capitalism greatest hits, playing out in digital space with real consequences for thousands of players. The game doesn't try to prevent this; it embraces market forces with all their messy, human complexity.
Even the monthly subscription becomes part of the economy — players can buy PLEX (game time tokens) with real money and sell them to other players for in-game currency, creating a direct exchange rate between real dollars and virtual ISK. The subscription itself becomes a tradable commodity.
But if you step back and look at all these examples — Diablo's auction house disaster, Habbo's chair currency, WoW's gold farms, EVE's market manipulation — a pattern emerges. We keep talking about virtual economies as if they're some special feature that gets added to games. As if there's a difference between "games with economies" and "games without them."
That there is what you call a "false dichotomy".
Alright, let's get down to brass tacks: most games are built up from systems that some way or another use economic mechanics.
This is the bread and butter of RPGs. Think about any one: the core loop is do work, get paid in two currencies (money and experience), exchange those currencies for goods and services (better gear and new abilities), use those purchases to do more work more efficiently. It's a job simulator with dragons.
The inventory system? That's resource management and storage costs. Crafting recipes? Supply chains and manufacturing. The skill tree? Investment strategy and portfolio optimization. Random loot drops? Gambling mechanics driving engagement through variable reward schedules.
Even single-player games operate on economic principles. Your health potions have opportunity cost. Your limited inventory slots create scarcity. Boss fights are risk/reward calculations. Everything in the game world has a value relationship to everything else.
These economic constraints aren't accidents or afterthoughts — they're doing essential work. Games want you to feel like you're getting stronger, but they can't let you become so powerful that the challenge disappears. So one lever designers have is economic friction: better gear costs more money, upgrades require rarer materials, powerful abilities have cooldowns or mana costs.
The economy is a negative feedback loop that exists to balance the positive feedback loop of character progression. It claws the gameplay back from an unfettered power fantasy into Mihaly Csikszentmihalyi's nifty diagonal sine graph.
Without economic constraints, games would be brief power trips ending in god-mode boredom. The economy forces you to make choices, prioritize resources, and work for improvements. As Sid Meier famously (didn't actually) say, "a game is a series of interesting choices" — and economic systems are what make those choices interesting. It turns power progression from a straight line into a complex problem to solve.
So when someone tries to add blockchain mechanics to your favorite game, don't panic about greedy developers or exploitative capitalism. Those problems already exist in every game economy ever created. The question isn't whether virtual items should have real-world value — they already do, as the billion-dollar gold farming industry proves.
Looking at these examples, the pattern becomes clear. Diablo's auction house stumbled because it didn't appreciate how markets would reshape player behavior. WoW's gold farming persisted despite regulations because economic pressure, like horny dinosaurs, finds a way. Habbo's chairs became currency through pure emergent behavior that developers never planned for.
EVE, on the other hand, leaned into these economic realities from the start. Instead of fighting market forces, they embraced them. Instead of trying to control player behavior, they gave players the tools to create genuine economic complexity. And they've thrived for over two decades because of it.
Here's what GameFi projects are missing: economic systems work in games when they don't feel like an ECON 101 professor beating you over the head with a theory textbook. They succeed because they create compelling complexity and difficult decisions that players actually want to engage with. EVE players don't participate in market manipulation because they're trying to cash out — they do it because it's genuinely interesting gameplay.
GameFi needs to stop focusing on tokenizing everything. Airdrops and "play to earn" mechanics attract a mercenary class who will churn the moment they can't see a clear value proposition. Instead, tokenization needs to be woven into the overall design holistically — where the economic mechanics serve the game, not the other way around.
The economy is the game. It always has been. Maybe we should start being honest about it.
Patrion
Patrion
2 comments
The trepidation around crypto mechanics in your favorite game isn't just Loot Boxes redux. The fear runs deeper because it threatens something fundamental about how we think games should work. https://paragraph.com/@patrionxyz/the-economy-is-the-game-always-has-been?referrer=0xA408144f4432574009984bef065c9db36cf8D5CB
The Economy is the Game (Always Has Been) Virtual economies aren't some newfangled crypto gimmick—they've been the backbone of gaming since someone first traded a health potion for a better sword. From EVE Online's market manipulations to Habbo Hotel chairs becoming currency, players have always created value from digital assets. The problem isn't that GameFi exists; it's that most projects fundamentally misunderstand what makes virtual economies work.