GameDesignFaucetsDrains_v1
Created: 5/9/2026
Lighter-weight live-economy diagnostic skill applying Edward Castronova's framework from 'Synthetic Worlds: The Business and Culture of Online Games' (University of Chicago Press, 2005). The conceptual layer beneath Machinations and Cook's Value Chains: treats MMO and live-service economies as REAL economies with real labor inputs, measuring money supply, currency velocity, wealth concentration, and the central faucet/drain ratio. Targets three specific live-economy conditions: inflation (faucets > drains, prices rise, new-player economic cliff), hoarding (low currency velocity, wealth concentrated in top percentiles), resource starvation (drains > faucets relative to player needs, basic gear unaffordable). Closed condition taxonomy at six states (inflation_runaway / inflation_mild / balanced / deflation_mild / deflation_severe / stagnation_low_velocity), closed root-cause taxonomy at six values (faucet_excess / drain_deficit / hoarding_velocity_collapse / resource_starvation / content