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To have, or not to have…..
a closed economy in virtual worlds
CGO - Leipzig
July 31st – August 2nd,
2009
Eyjólfur Guðmundsson, PhD.
Lead Economist, CCP
CCP
• Founded in 1997
• Privately held
• Technology excellence
• Innovative game design
• Customer respect
• Vision and teamwork
• Headquartered in Iceland
• Grown form relative
obscurity to moderate
success
CCP
• An MMO production AND publishing
company
• Currently close to 400 employees
• Three offices worldwide plus one virtual
– Reykjavík (220 employees)
– Shanghai (60 employees)
– Atlanta (110 employees)
– London (Server equipment – virtual operation)
EVE Online
• Large server population - 300,000
– EVE Online is a leader in online gaming technology, hosting
hundreds of thousands of players in the same persistent
universe.
– Global server
– Chinese server, fully localized.
• Liberating advancement
– The EVE universe is persistent, skills increase even while offline.
• PvP based on strategy, not levels
– Tactics have value in EVE Online. Experience and treachery will
often beat top-of-the-line modifications and fancy ships.
• Player driven economy
– Prices are formed on the market based on preferences and
purchasing power of the players – not dictated by the game
operator.
Massively Multiplayer Online Games
• Means hundreds, thousands or even
hundreds of thousands of players
participating in the same persistent
world.
• Single universe vs. multiple copies of the
same universe
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