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David Lally's avatar

Great read. Really well articulated, and what an important (albeit for some readers perhaps slightly obscure) topic. I studied Economics in University, and wrestled with the same doubts about the system architecture around monetary policy and inflation as an assumed necessity above 0%. Your focus on the "one size doesn't fit all" policy failing is really insightful. I briefly studied alternative economics in one module, and the idea of "alternative currencies" is a really cool one - in that it provides a means of both adjusting for the failure on one system (e.g., state backed central bank system), and inherently creates competition between complementary systems for exchanging value, which creates the very "feedback loop" you mentioned that applies in video games. If people could choose between 2, 5, or 10 ways of exchanging value, the average person would ultimately start using the system that best maintained their purchasing power. The retreat from other systems might just give them the incentive to pivot from protecting wealth (hoarding) to rewarding the more median person in the economy.

Skivverus's avatar

So, one of the differences that comes to mind on toolkits is that we've historically relied on entrepreneurship and investment as the wealth sinks; games put a lot tighter constraints on those for the most part, the closest you get is mods.

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