Identifying and Characterizing the Class Structure in EDOM |
Published in United States of America
- Financial analysis - 2 - 18 Oct 17 07:17
As a reflection of modern political attitudes, most of EDOM is dominated by a rigid class structure, thanks in part to developer design, but also due to global cultural attitudes and norms, which are especially present in the USA.Â
From a developing standpoint, I applaud the decision by developers to allow a steady flow of gold into the market; The various methods of earning new gold through play time is necessary to a growing player base, in order to make people stay with the game for longer periods of time, and contribute to the EDOM society as a whole. By introducing gold into the players hands, we create a safety net and allow upward mobility through play time independent of the resource market, and permits players to improve their infrastructure early on, and enjoy the game. The fact that early levels pass much faster, and that early reward levels are easy achieve, provides the boost needed to get a player interested in the game.Â
However, there is a point at which the rapid rate of recovery halts to a much slowing pace, at around level 19-20. This is when leveling becomes a harder task; this is when you begin to run out of gold if you were spending much of it early on to improve your player experience; this is also before the crucial threshold of lvl 22, a hugely important level from a standpoint that the game is ultimately market-based. This in lies the problem: Early players will quit the game before they have an opportunity to do anything other than the first few quests, work in their job and first companies, and engage in a few battles. If the level threshold to sell goods was to be lowered, or if the early experience was earned at a faster rate, perhaps with more energy boosters or an early few refills in order to attain the ability to sell surplus goods to the market, the player retention ratio would increase.
The obvious solution to the impatient player is to spend gold to boost themselves those last few levels, but having to pay to get a very integral part of the game within a reasonable time is foul tasting to the casual player; The casual player will always be the majority of a games player, and the lack of a casual player base is a sign of a dying game.Â
This breach is where we will find our first class, henceforth labeled Newbies for their relative fast increase in capital. The Newbies have little need to engage in many aspects of the game beyond their own improvements, and it is a stage that all players must pass before engaging in a truly genuine EDOM experience.Â
The next class is the player that has just then reached level 22; This player will begin to understand more aspects of the game, will sell small amounts of surplus goods to the resource market, however in most circumstances the player will have most of their income come from their wages, rather than selling goods on the market. This wage labor class will henceforth be referred to as the Proletariat. The work of a proletarian is a casual grind, slowly making improvements to their infrastructure, working shifts for employers, and selling goods on the side from whatever small business they are able to run.Â
The further progression of the Proletarian worker begins to change nature at the point that nearly 50% of their income then comes from either wages or trade, with some standard deviations in percentages applying. This is truly where the game begins to be about energy consumption, with the player having to make decisions between engaging in war, managing a business, using energy to earn wages, buy houses, selling goods at higher or lower prices, buying up low cost goods or selling your own, which business will provide more benefit in the long run. This is the class that a player develops a fine understanding of the games mechanics and community, and where good players are made. This class will henceforth be referred to as the Petit Bourgeoisie.
If the Petit Bourgeoisie further advances to a stage where wage labor will make up a very small portion of their income, the Bourgeois class herein lies. The Bourgeois class can be characterized a the mass producers to the market, the major employers of newbs, proletarians, and even petit bourgeois individuals. The other class rely of the bourgeois classs contribution to the market, just as the bourgeois class relies of the constant influx of new players to employ their factories. While the bourgeois class will always be taking advantage of the lower classes, they are indeed responsible for a vast majority of their countries power and strength, and a needed element as high level players in order to teach incoming Newbs how to actually play the game and advance.
The path forward to actually establish a communist society relies on the development of a genuine bourgeois class; Without developing strong, improvement minded players, a country will never advance to actually dominating the game. The bourgeoisie must first take hold against the international donor class, a society similar to the Nobility or Aristocracy of old. This class seeks only their own enjoyment, while not necessarily developing helpful player relations, gaming sense, or an improvement minded personality. The extent of their engagement in the economy deals primarily with a large influx of gold, constant bought with RL dollars and then used to dominate a market and the society. The class never truly advances beyond Newb level, given the rate of increase of their infrastructure never necessarily slows down, and they first reach a dominating position in the economy and use their RL advantage to dominate what would otherwise be a bourgeois society. I do not intend to attack those that buy gold on occasion, for supporting a game is an important aspect of keeping a community alive, but the mass amounts of gold not to patronize our benevolent creators, but to dominate the other players will always be a dangerous role to maintain. Mass donors will have an increased say on the games development even, as they will be responsible proportionally for more of the developers income; Therefore, all other classes must occasionally patronize in the gold shop, trying to balance against the power of the Nobility donor class, and have an active role in pestering the developers against introducing changes that benefit the few, not the many.
The path to our cause, our struggle, is to first check the power of the donor class, before we can even begin to be looking at player solutions to in-game problems like the future domination of the Bourgeois class. It is even in the interest of the casual bourgeois player that they check the Nobilitys power, for any attempt to dominate the class through in-game means without affecting the game developing process with only lead to another mass payment of gold and then a further solidifying role as master over the otherwise improvement minded class.
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Comments (2)
18 Oct 17 11:14
GunpowderYou had me up until you started talking about communism. Good article though. V+s