How the Player-Run Economy Works

August 19, 2015

The name Eco is short for the two primary mechanics of the game: ecology, and economy. Together they are essential to human survival, and the game lies at the difficult intersection of the two. Balance is the key, and leaning too far in one direction or the other will lead to ruin, whether its from lacking the resources to protect the planet, or extracting them so quickly the planet becomes polluted and destroyed in the process.

Coast

The purpose of Eco’s economy is to ensure the most efficient use of resources and labor in the game. The economy is totally player-driven in the game, and this blog discusses how players setup and take part in creating and participating in an efficient economy that makes the best use of resources. We’ve created a number of tools to promote players to do this smoothly.

Trade

Trade is the foundational aspect of any economy, and Eco focuses heavily on it. In Eco you’ll be able to trade directly with players if you’re both online together, but we also support offline trade through stores.

By creating a specific building type in the game (buildings have special effects in Eco), players will get access to a store interface where they can set up a list of desired trades. Each entry simply consists of ‘what goods I want’ and ‘what goods I’ll give for them’. When another player uses this store (which can happen anytime, while the owner is offline), it will allow any trades to occur in which there is store inventory to provide.

StoreUI

This is a very flexible system that leads to a few interesting effects. First is currency. Because the trades can be for any two sets of goods, there is no default currency in the game. However, it is likely that a de facto currency will emerge, most likely a limited mined resource like gold, but perhaps not. Additionally, the player-run government can designate an official currency which taxes are paid in. What we intend with this feature is to allow many possible economies.

The second effect is speculating. With a store players are setting up a market where they post ‘sell’ orders for items they don’t even have yet, and then when they receive it while they’re offline (due to a separate ‘buy’ order) it will automatically be available for trade. There will be value then in facilitating trades of materials as a central trading post, even if the player owning the store doesn’t use the goods they’re trading in themselves, they can take a cut on their purchase and sale.

Labor and contracts: selling services

Another pillar of an economy is labor, and we’re specially supporting the ability to sell labor in Eco. One of the ‘goods’ you can sell in a store is a contract to do work, and when a player buys this you are each obligated to your end of the bargain in the contract, and the server will enforce it.

That is our quest system in Eco: based on actual needs in an actual economy from real players.

Say for example that I sell a contract for house construction through my store. When I login, I see that I am obligated to build a house at an agreed-upon location, or an agreed-upon size, by an agreed-upon date. Upon completion, I get the payment (which the server holds in escrow) from the client. If I don’t complete it in time to spec, I don’t get the payment, and instead pay a penalty (also held in escrow).

Essentially, I have a quest, given by a real person with a real need for my work. That is our quest system in Eco: based on actual needs in an actual economy from real players, which is light years beyond the typical ‘fetch’ quests you still find in the majority of games, which are completely artificial even within the context of the game.

Specialized skills

The reason all of this is so essential is because of Eco’s skill system: you can only specialize in a few skills. As a result, you must collaborate if you want to get anything done in a reasonable time period, both by trading goods with other players and contracting labor and services from them. Finding your role in the rich economy that will form on each server will be a key aspect of what you do in the game, and it’s completely dependent on the set of players you’re playing with.Hunting

By allowing sale of goods and services while offline through store interfaces, we allow players to interact through trade even when they’re not online at the same time. This is essential for an online game played by many people, and will allow large-scale organization of sophisticated projects requiring the contribution of many specialized laborers. That’s exactly what’s needed to build the technology needed to prevent global catastrophes in Eco, so the world’s survival and your own really depends on your ability to function efficiently within the economy.

Environmental impact

As players build up a rich economy, the demand for resources will increase dramatically, as projects require more and more resources to satisfy their demands. This has a direct effect on the environment, as every resource that is taken from the ecosystem will affect it. There will be huge demand for large amounts of resources for the economy, yet terrible consequences if the ecosystem is destroyed in the process of taking them. Finding the balance between those two needs will be the crux of Eco’s gameplay, and we intend the act of playing to expose your own personal biases as you push one way or another, participating in group discussions and law proposals and government to find the best way forward. It’s going to be an incredible experience to take part in, and a very revealing social experiment with many unexpected results.

Laws

 

 

Our Kickstarter is live and in the last half!  We hope you’ll join us in development on this project and help make it something really amazing.

Kickstarter here: https://www.kickstarter.com/projects/1037798999/eco-global-survival-game

The Eco Team is a collection of introverted and sometimes genius programmers/designers based in Seattle and Australia. We all grew up and thrive in the video game culture, so of course making them is our dream job. We look forward to continuing to put out quality games for the community of players.

18 thoughts

  • Reply
    KIMATHI

    ALL I WANT TO KNOW IS CAN YOU GO TO WAR, AND I THINK PLAYERS SHOULDNT BE PENALISED FOR NOT COMPLETING LABOUR JUST NOT PAID
    ALSO RECYCLING WHAT DO YOU DO WHEN RESOUCES ARE SCARCE CAN YOU RECYCLE?
    WHAT ABOUT THE WORLD WILL IT BE ONE MASSIVE MODULAR WORLD DESIGN OR HAVE MULTIPLE SERVERS LIKE WOW.
    FARMING, HUNTING, MINING AND CRAFTING WHAT ABOUT THOSE PLZ GO INTO DETAIL
    COULD YOU FORM ALLIANCES AND IF SO HOW LARGE INFINITELY BIG OR SET SIZE.
    OCEAN OR LARGE WATER BODIES WILL THEY BE PRESENT IF SO ARE SHIPS PRESENT CAN THEY BE WEAPONISED.
    CAN IF WAR IS ALLOWED CAN YOU TAKE TERRITORY IF SO HOW.
    FINALLY NO STORY LINE MAN CMON BE CREATIVE

  • Reply
    Monte

    so on another blog it was mentioned that in some crafting there would be waste, assuming this waste has no world use and can pollute the world, would it be possible for a society to adopt this waste as a currienncy? not in the traditional way of “i give you this if you give me that” but more of, i will give you x amount of apples if you take y amount of waste, and then that player must properly dispose of the waste or have it pollute their own land? obviously this would require a pretty complicated system to work, but would this be possible in the game?

    • Reply
      John K. Post author

      Thats a cool idea, I think something like that could even naturally evolve, or maybe we allow governments to make rules about that kind of thing.

  • Reply
    deviking

    will the alpha keys be available on steam outside of the kickstarter since i have steam wallet cash available usually but no kickstarter cash. also how will the world work what if it breaks to a point of extinction does the game end or does it have multiple servers. if its one server then how will a new player experience before there is major civilization.

    • Reply
      Matthew

      Dedicated servers will be open to communities. If the server world ended than the community will most likely open new server with new world and start from a scratch. Haven’t seen any info about official servers but if there will be any I’d guess it would be the same.
      No point in ending the game itself with the server :P.

      The alpha will be given on steam so I’d guess It’ll be in Early Access. I have not seen any information about availability and price thou.

  • Reply
    skinnytar

    Hello, I justed backed the game for 60$ but is there already a release date for the alpha?

  • Reply
    Steve

    I have a question : Do you know how much it’ll cost approx.? Thanks

    • Reply
      Matthew

      […] (estimated full price $25) […] according to kickstarter. Mine question from below was also answered there. Didn’t find it earlier since it was hidden in FAQ :P.

  • Reply
    A random Player

    I don’t have any money to back Eco but I REALLY want to play it, help?

  • Reply
    Matthew

    Not relevant to the blog post but since this one is on top of the page, I’ve got a question. I’ve not seen any info about the servers platforms. Will the servers be available on linux with all functionality?
    We’re heavily considering hosting a few but all our machines are linux based and I’ve only seen windows server on youtube mod video.

  • Reply
    Richard F McKinney Jr.

    I did not see the proper contact with the HRRep so please forward this to the appropriate person and I apologize for any inconvenience. My name is Richard McKinney and on a recent post on Facebook I commented and asked if your team had any positions available. I was told that you did and now I am seeking the proper person to talk to about perhaps becoming a member of your team. Again I apologize for any inconvenience and I await your reply.

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