The internal economics of a popular Minecraft server

Alice Maz Minecraft above cityAlice Maz writes about how she mastered the economics of Minecraft:

I started on my server with only a rudimentary knowledge of the game itself and ipso facto zero understanding of its economy. Within six months or so, I had perhaps as detailed a mental model of it as one could get. I knew the price ranges of most of the items in the game and everything that all of them were used for. I knew how common they were on the market, who the major sellers were, what their supply chains looked like. I knew how fast they sold through, whether the price was stable or tacking a certain way, and I had tons of theories on ways to play all this to get what I needed and turn a profit while doing it, and nearly all of them were sound. Most of it I didn’t even think about. I didn’t need to contemplate why, for instance, lumber was both cheaper and more common than it should be, such that I could buy it all and hold, force the price up, corner the market, and keep it that way. I just kind of… knew, and did it. It’s a wonderful feeling, weaving a system into your mind so tight that it’s hard to find the stitches after awhile. Highly recommended.

[minecraft]

Via Boing Boing:

Alice Maz was part of a small group of players who came to have near-total mastery over the internal economy of a popular Minecraft; Maz describes how her early fascination with the mechanics of complex multiplayer games carried over into an interest in economics and games, and that let her become a virtuoso player, and brilliant thinker, about games and economics.

Maz’s long, fascinating essay about her business ventures in Minecraft are a potted lesson in economics, one that shows where financial engineering actually does something useful (providing liquidity, matching supply and demand) and the places where it becomes nothing more than a predatory drag on the “real economy” of people making amazing things in Minecraft.

[The internal economics of a popular Minecraft server are an object lesson in everything great and terrible about markets]

Carrion: you are the alien blob monster

This looks like fun: in Carrion, you play an alien blob monster, hunting and devouring humans in a failing space colony.

Via Boing Boing:

In most examples of sci-fi horror, a desperate human protagonist must evade, hunt and vanquish the unspeakable alien creature. But what if you were a horrific amorphous nightmare blob, crawling around the red-cast darkness of a failing space colony in search of prey to devour?

This is the premise of Sebastian Krośkiewicz’s “Carrion”, and it looks amazing. Part John Carpenter’s Katamari Damacy, part Shoggoth simulator, all gore, the prototype animations depict a claustrophobic industrial scenario with our hero sliming and slorping around its terrified human victims.

It’s early days, by the looks of it …

See Sebastian Krośkiewicz’s Twitter page.