Self-Organizing online game Financial System

Source: Internet
Author: User

(For the original article, see my transparent thinking)

After reading my article, the demon asked me to talk about the game currency:

Trustno1: in fact, what it should do is to maintain a player's free currency issuance system. That is, players can issue their own currency. I am releasing my trustno1 RMB, and you are releasing your gigix RMB.

Gigix: Wait. You can't say that. For example, if you issue a gold-based currency in a game, as a game operator, you still have to pin the game gold with the real RMB. Otherwise, the problem remains the same.

Trustno1. It is also a virtual currency and physical trading platform. If you are willing to pin gold, you can. It's okay if you want to pin the grass paper of your home. However, the final anchoring will naturally shut down your business.

Gigix: commercial banks have emerged. The Central Bank emerged in the game of commercial banks. Game operators have created a new world.

Trustno1: similar to the Central Bank's organization, it is not necessarily a carrier, it is very likely that the bank will. The operator will become a hit. In fact, I don't think the game itself should be caused by the coin drop mechanism, and the currency should be produced by borrowing between players. In fact, the operation can use the advantages of the network to provide credit guarantee and debt collection, that is to say, in online games, the risk of small loans is relatively low.

The most interesting thing is that this idea is not too far away from reality because it only requires two prerequisites. First, it is a trading platform for virtual goods and real currency, so that players can pin their recognized general equivalents (or virtual currency) with the renminbi. For example, if the demon issues T1 yuan, he can ensure that as long as someone sells T1 yuan at the exchange rate of 1 RMB to 10 T1, in this way, he bypasses game operators and establishes his own credit currency system. This transaction platform already exists, that is, goodhope. I am also involved in the development of this platform.

With the transaction platform, the next problem is the currency itself. The general equivalent used as a currency should have an extremely low cost and cannot be forged, so as to fully reduce the transaction cost and obtain sufficient liquidity. At this time, online games have shown the biggest difference with the real world: the real world has an infinite number of items, a blank sheet of paper, a shell, a leaf ...... All of the items in the game world are controlled, and you cannot grasp a piece of white paper to write a piece of evidence unless the game design allows you to do so. Therefore, the self-organizing financial system of players mentioned above lacks this condition: players can create items freely.

Imagine a scenario where a player can buy one thousand sheets of white paper at a grocery store with a gold coin and cut each sheet of white paper into sixteen copies, then, use a small spell to write "100 T1 RMB" on each small piece of paper ". If the game allows players to do this, the game's declining aztke coins will lose its virtual currency position, and we will see the history of the entire financial industry. Is this true?

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