How a Video Game Predicted the Collapse of Venezuela's Economy

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This video was made possible by CuriosityStream—when you sign up for an annual subscription at curiositystream.com/HAI, you’ll also get access to Nebula, the streaming service that HAI is a part of. Coming to a computer screen near you in eight years ago, it’s Diablo III: a thrilling new multiplayer gaming experience from Blizzard Entertainment, where you can go on quests, cast spells, craft armor, earn weapons, and explore a fantasy world all while fighting against your ultimate enemy: hyperinflation. Wait what? That doesn’t seem right. I thought the villain in Diablo III was Diablo. Or like Diablo the third, who I’m guessing is Diablo’s grandson? But…nope, the script definitely says hyperinflation. Alright, I guess this is an economics video now, so we can lose the dramatic filters and bring in some meaningless graphs. Yeah, that’s better. In the simplest terms, inflation is when the value of a currency goes down, usually because of an increase in the money supply without a corresponding increase in scarce goods. Think of it this way: pretend you live on an island, and all that island produces every year is five coconuts. Why were you abandoned on an island that only produces five coconuts, you ask? Because you’re the type of annoying person who asks questions like “why am I on a fake island” when I’m just trying to use a hypothetical to explain something to you, you jerk. Now pretend there are five units of the island’s currency in circulation—let’s call them Sam Dollars. Get it, like sand dollars, but my name is… you know, nevermind. So, each of the island’s five coconuts will probably be worth one Sam dollar. But now let’s say you make more Sam dollars, and now there are 500 Sam dollars circulating on the island. But still, the island only produces five coconuts. Now, the price of coconuts will go up, as everyone has more Sam dollars but is trying to use them to buy the same finite number of coconuts, effectively lowering the value of each Sam dollar. Now let’s talk about Diablo III, 2012’s highly anticipated sequel to the Nintendo classic Kirby: Squeak Squad. The first thing to understand about video game economies is the idea of faucets and sinks. Faucets are elements of the game that produce gold for players—for Diablo III, that mainly came in the form of rewards for defeating enemies or completing quests. Sinks are elements of the game that remove gold from the game. But Diablo III had a sink problem, and not the kind a plumber could fix. The issue? The sinks didn’t suck enough—or, in other words, they didn’t remove enough gold from the game. The only way to spend significant money was on buying items from the in-game virtual blacksmith, but it turned out people didn’t do that very much, because it was easier to buy things from other players, and because the in-game blacksmith refused to wear a shirt under his apron. Because the faucets produced more gold than the sinks eliminated, there was a rapid increase in the currency supply, which started to lead to inflation. The problem then got much worse because of Diablo III’s Real-Money Auction House. You see, in an effort to prevent the internet black markets that had cropped up around Diablo II, the Diablo III developers built a function into the game that allowed players to exchange actual, real-world money for virtual gold, and virtual gold for actual, real world money. I mean, come on, building an exchange for virtual currencies, when has that ever gone wrong? So what happened? Well the game had a minimum transaction amount of $0.25, and you could only sell in “stacks” of 100,000 gold units at a time, which created an implicit floor, or lower limit, for the possible price of gold, of $0.25 for 100,000 gold units. Once the game was sufficiently flooded with gold that the sinks weren’t draining, the exchanges neared that floor, and the game had to adjust before people turned to black market exchanges, so they raised the stack size to 1,000,000 units, but kept the minimum transaction at $0.25. Now that selling gold at a lower price was possible, that’s what people did, meaning the price for gold soon hit the new floor—in other words, in a matter of months, gold had undergone over 1,000% inflation, which in technical economic terms is referred to as “a complete dumpster fire.” What turns inflation into hyperinflation, though, isn’t just that there’s far too much currency—it’s that people stop wanting that currency. In early 2013, the Diablo III players started to worry about when the exchange rate floor would be lowered again, which would devalue their gold more. That meant they didn’t want to hold gold as an asset, so they desperately tried to spend all their gold as soon as possible, before it lost value, and that’s what creates hyperinflation. Think about it in simple terms of supply and demand. Supply of currency is going way up, as everyone is flooding the market with it, trying to get rid of it. Meanwhile, demand for that currency is way down—people don’t want it, because they believe it will soon lose value. And when anything has high supply and low demand, its price plummets. Just ask the producers of Cats, a film that provided a very high supply of terrifying humanoid cat monsters to very low public demand for terrifying humanoid cat monsters. But things went from bad to full-blown Diablo-saster on May 7th 2013, when a bug accidentally let players double their gold at will, causing prices to skyrocket, and though the bug was quickly fixed, the cycle of hyperinflation had already taken hold—one year after the game’s launch, black market exchanges showed that Diablo III’s gold had undergone an inflation rate of 1,000,000%. While this might sound like a hilarious video game incident, hyperinflation is a real phenomenon that affects real economies—it happened in Weimar Germany in the 1920s, and sort of led to World War II, in Zimbabwe in the late 2000s, ultimately leading them to print bills worth $100 trillion Zimbabwean dollars, and right now it’s happening in Venezuela, where buying things requires so many bills that clerks no longer count money, but weigh piles of it. And to think, it all could have been avoided if dictators just played more video games. Fascinating economic phenomenon in virtual economies are in no way limited to Diablo III—there are super interesting examples in games like EVE, EverQuest, and SecondLife—but talking about that would be a longer discussion that probably wouldn’t perform well on YouTube, which is why I instead put it in an extended version of this video on Nebula. What’s Nebula, you ask? It’s a streaming platform me and my other educational-ish Youtuber friends came together to make, where we don’t have to worry about demonetization, or the algorithm, or video length: all we have to worry about is making great content. The best way to get access to Nebula is with the CuriosityStream bundle—for a limited time, for only $15 you get an annual subscription to CuriosityStream, a streaming service with thousands of top-quality documentaries, and to Nebula. You can get that bundle by going to curiositystream.com/HAI. But fascinating economic phenomenon in virtual economies are in no way limited to Diablo III and so, for you fantastic viewers on Nebula, I’ll ramble on a little longer. So, because video game assets have real-world monetary value—in other words, I can make a cool piece of video game armor or whatever and some gamer somewhere in the world will pay me actual US dollars in exchange for it—virtual economies have, in some ways, become just as real as normal economies, the difference being that the workers, instead of being exploited by greedy capitalist overlords, are exploited by their own desire to have cool armor and stuff. Perhaps the most striking example of this came in 2001, when an economist found that the world’s 77th strongest economy was the country of Norrath—a fictional land that existed entirely within the video game EverQuest. Each year, players, on average, were producing armor and equipment and other assets that were worth $2,226 actual dollars, making Norrath’s GDP per capita $2,226, more than double that of China at the time—and incredibly, the EverQuest players accomplished it without any communism and hardly any threats to annex Taiwan. In the video game SecondLife, meanwhile, thousands of players lost millions of virtual “Linden Dollars” thanks to Ginko Financial, a player-run investment fund that turned out to be a Ponzi Scheme. When the game later outlawed in-game gambling, which was how player-run banks invested, there was a massive bank rush, mimicking the events that led to the US’ Great Depression, just with way more Furries. And finally in 2014, EVE, widely considered to have the most extensive virtual economy of any video game, had a massive battle that led to the destruction of virtual assets that were worth $300,000 actual, real dollars, almost certainly leading to the first generation of children who have to explain that their college fund was wiped out because their dad’s Megathron got blown up by the Space-monkey Alliance.
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Channel: Half as Interesting
Views: 1,552,517
Rating: undefined out of 5
Keywords: venezuela, economics, economy, inflation, hyperinflation, money, economies
Id: _qUqHehEW4k
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Length: 6min 25sec (385 seconds)
Published: Tue Aug 04 2020
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