Edited by: Akita T on 24/08/2011 15:48:47
Originally by: Nariya Kentaya
i have to make a 3 minute presentation on the economical and social impacts of manufacturing comparing EVE to the real world and how they are similar
KEY SIMILARITIES:
* heavily monetized economies - (almost) everything can and will be exchanged for "money" back and forth = (mostly)
free market economies
* different stages of production (even different in count per type of good) and how a significant amount of people choose to specialize in one or a few - raw material extraction (mining, PI harvesting, etc) and/or component harvesting (salvaging, datacores, etc), initial processing (refining, reactions, some PI), intermediate processing (capital component manufacture, T2 component manufacture), high-level processing (capship manufacture, T2 manufacture)
* investment of time and/or assets (mainly but not only funds) can increase efficiency and profitability - blueprint research, higher skills, "hiring" a higher-skilled person, etc
* globalization is akin to "just go to Jita" - a bit of a stretch, but close enough
KEY DIFFERENCES // PECULIARITIES OF EVE:
* NO DECAY (for the most part) - items do not break down with use ; however, asset destruction is far more common than in the real world
* "sinks and faucets" monetary model instead of the overwhelming prevalence of debt-based bank account money ; no institutionalized//legalized debt handling methods
* difficult to really "go bankrupt" with a small-scale business if you are willing to put in some extra work - the "minerals I mine // datacores I harvest // components I gather myself are free, therefore they must be worthless, or at least worth less than their market price" fallacy at work (poor accounting practices combined with multiple revenue steams)
* the "alternate universe" // "deux ex machina" situation - the exchange of RL cash into game ISK via GTC/PLEX
* you CAN (to some better degree than in RL) accurately predict "the future" in EVE (patch notes, test server), which changes the market dynamics (the markets usually react in a way you'd think breaks causality - prices jump before the change happens, effect coming before cause)
* rules and regulations are... weirder (the list is much longer, mentioning just a few) : shorting next to impossible (therefore not regulated), taxes are extremely low (and I don't mean player corp taxes) which means the economy runs closer to its highest possible efficiency, and quite frankly that should already be far more than just 3 minutes, so I'll just stop here