Star Citizen will make history in economics classes as an ideal type regarding the failure of 'free market' environments
It is a very interesting situation:
- Players can buy virtual items at the moment, especially star ships are the most important item
- These items enable you to interact with the game world and, most important in a game about killing other players/npc, posession of virtual items directly influence your chances for survival and exploitation of other players (you could start a marxist analysis here by viewing virtual items and especially space ships as the means of production)
- The ideological basis in Star Citizen is a radical free market ideology --> everybody can work themselves up the hierarchy, you just have to be clever enough or play enough to successfully participate in the free market environment [btw, everything in Star Citizen is connected to economic practices, even exploring and similar stuff, you do everything for the cash. There are no core-gameplay-elements that are not oriented towards that]
- ! The free market myth is often used to argue against Pay2Win like "yes you can buy virtual goods now, but you will also be able to free yourself by working hard in the game! You can work as crew on ships until you can pay for your own ship and the insurance costs for it." This is basically like telling a factory worker that he should let exploit him/herself for a few years until he/she can buy a factory him/herself to exploit others. So work as a turret gunner in my connie for 3 days, you will get a small share of the huge profit I make with these cargo runs, then you buy your own connie and I buy an Idris, fair isn't it. In short, it doesn't work, look up (neo)marxist criticisms of capitalism and you will see the light.
- What is actually happening is: Wealthy people and crazy people with some wealth (or on credit) already equip themselves with mighty virtual items, especially space ships (there are even space ships that carry space ships that carry space ships; you can't do anything in a starter ships against them). This gives them a huge advandage over the poor in this universe who then can choose: exploitation, losing their lives or hiding (and not being able to move freely in highly lucrative spaces controlled by the wealthy). The wealthy with the big machinery can by capitalist principles make loads of cash while the poor can not. Like in the real world the gap between rich and poor will become bigger over time. There you have the Pay2Win, it is a structural/systemic Pay2Win; and like in the real world capitalists will still tell you that everybody has equal chances on the market.
- The real revolution would now be to crash the very fundamentals of the system. In this case there are no states who uphold the systemic rules of the 'free market' environment but a company owning the game and server infrastructure. All the real world values connected to the virtual world Star Citizen are based on the assumption that the system is working as intended. A cheat tool as seen recently with the wall hack wrecks this system very effectively. The wealthy have no advantages through fancy spaceships anymore, the poor don't have to bend down anymore to the will of the wealthy (or being killed otherwise), they very fundamentals of power in Star Citizen are shaken then. In other words: With the cheat tool everybody has similar chances of survival, the cheat tool gives one thing (besides taking all the fun out): freedom.
Assumption 1:
The Economic Model of Star Citizen works as per their design documents
I don't think the ships themselves could be seem as means of Production, as the Trade ships will need to buy and sell from Economic nodes, if the design documents theory is followed, only a small proportion if any will be able to be player owned.
Players themselves will never be able to achieve dominance due to the number of NPC who will be there to balance out the market
Players will all start with ships as no game package starts with no Ship
"This gives them a huge advandage over the poor in this universe who then can choose: exploitation, losing their lives or hiding (and not being able to move freely in highly lucrative spaces controlled by the wealthy)." is a false assertion as there is unlimited money and resources as
1) As missions and trade and bounties will not be limited by a finite amount of currency, Pirates to bounty hunt will forever spawn with bounties to be able to cash in. Yet as there will be no hyper inflation from this, the buying power of the already wealth suffers naught from a new player becoming a billionaire, from newly minted UEC,
2) Resources are likewise unlimited due to re-spawning
3) Repeatable task that guarantee profit, to an absolute certainly, especially from third party tool and the rules of the game economic system found on a wiki -> after all who can make a loss in ED trading using the TP Trade tools?
In short it is not a zero sum system where for one to gain others must lose out.
"look up (neo)marxist criticisms of capitalism and you will see the light" You say that like (Neo)Marism has proven free market capitalism wrong, some how, and is itself not just another economic theory that leads to inequity and massive suffering and hardship of the majority, in every application to date, achieving only equality when everyone is reduced to the absolute bare necessities for survival
Only the greedy ignorant and gullible would believe "So work as a turret gunner in my connie for 3 days, you will get a small share of the huge profit I make with these cargo runs, then you buy your own connie and I buy an Idris, fair isn't it.", and with everything on a wiki there would be no excuse. There are no Bogey-(wo)men Capitals keeping the poor prols ignorant of how the game works
It is 2017 here now
No 3.0