[Music] hello everyone my name is inching this is my partner yo young chung my our topic is how to risk changing game inflation monitoring and alerting of economical system the virtual world described in the movie ready player 1 is a dream of each game developer once the developer allows the game currency and items to be traded within the game among players there may be such a situation the players are complaining why do i need to use more money to buy the required items similar to the negative emotion inflation in the real economy the price of item rise rapidly giving bad feelings to players the u.s government hopes that the annual price increase will be controlled at
around two percent which is healthy the united states influences is through the federal river assistance monetary policy so what about the game yes we also need to be alert we must know that the inflection of the game is also trapped from the amount of money in the game when amount of money circulated is greater than the demand it will push up the price net is one of the most important game developers in china has been working on the development of very complex large mmorpg for 15 years and have accumulated a lot of experience in monitoring predicting and regulating the game economy system here we believe that this experience will be friendly to even sample game even if not a memo rpg if you are thinking about making a game that lets players trade today's talk will be
very useful next we will first explain how the economic system works we will demonstrate some cases which appear in two popular chinese game one is a mobile game ghost and the other one is a computer game justice online we will explain it as clearly as possible in the mlrpg we first made it clear that the players invested the time and the money and eventually gained their ability in this process players naturally divide their labor get money produce items and trade with each other all these things formed on economic systems as we can see the economic system often contains at least two currencies gold and silver gold is obtained through a player's pain
and receiver is obtained by spending time participating in specific dungeons gold can be treated once and cannot can no longer be treated silver is not limited gold can buy some non-tradable items to raise ability directly such as strengthening your weapons silver can improve another part of the ability such as a skill level there are also some treatable items such as equipment which are readily obtained through through gameplay and can also be traded everyone is failed to get it this means that the both rich and the ordinary players need gold silver and tradable items therefore the market in the game is formed after understanding the above our concepts we can see that there is very similar to the real world
game are like the central bank's issuing currency allowing the users to use a time to produce items and finally collecting money and items back this will allow will allow us to better understand the economic system and inflation in the game they are all caused by the imbalance imbalance of people money and items in the game we summarize the five common causes of inflation in the game including too much game currencies issue or the production of key item is not enough or the number of players is declining or some people try to modify specific items and sleeping money suddenly released we will expand these five courses one by one after the explanations we will share the experience we gained in the monitoring and intervening in inflection this is our first example too much game
currencies issue then you may want to know what to imagine that in real life can our government or the central bank print unlimited bank notes if a large number of banknotes are issued and strained and the goods in the market are limited then price will generally rise if there is no means of collecting exist money at this time price will continue continue to rise and inflation will occur if the federal robust system unconditionally active activates the printing press the dollar will soon become zimbabwean dollars correspondingly if there are too many current issue is used in the game the game players will expect that the game virtual currency will depressured quickly he will not hesitate to spend the money immediately destroy the confidence and the rapid
flow of money created multiple problems for you so you need to balance a current distribution in a blended way this came to our second case the production of key items is not enough some players don't have the energy to spend a lot of money in the game they are willing to buy virtual gold coins from other players and then exchange them for their dream equipment and items others playing the law as a farmers exchange the fruit of their labor with those rich guys we found that the items that game farmers produced which often are at a stable price and with large demand have big impact on the price like oil in the united states or park in china if production is insufficient consumption index will rise rapidly
as we said there are many types of players some are willing to spend more time some are willing to spend more money if the number of farmers who are willing to spend more time purchasing items decline rapidly rich players will be unable to buy what they want and the price will rise and those rich players quickly lost price will fall as a result you need to get to know your players better and find out who is gone in the first place potentially preventing a disruption in the balance of supply and demand this is a problem we want to use rated in our first case which is that someone is trying to monetize a particular item there's a special group in a game businessman different from ordinary players some businessmen will try to purchase a large number of
items produced by them from others to form and multiply and to manipulate the price of the items eventually players will have paid more do not underestimate this group of businessmen in china their enterprise operation set up a company had a large number of staff specialized in playing game and even develop a cheating program they will trade the game currency offline and eventually convert it into real money you need to identify exactly who is a farmer with a small businessman who is a company and a wizard robot so as not to hurt a a good man i don't know if you have the experience of tracking afk players usually we mistakenly believe that out players left the currency hold which is called sleeping money should not be considered
but sometimes a successful marketing campaign will attract a large number of lost players to return their previously held currency will suddenly be released and the price will rise rapidly so even if a player left you can't relax your monitoring of this type of currency so far here are five of our typical cases after showing the five inflection cases in the game how do we monitor our interveners in this case let my colleague ching vong share with everyone hello everyone my name is in xinfang it's my turn to introduce the following in this part we will focus on the issue collection stack and the exchange rate of game currencies the prices of key items and the whole currency's crashing process in the game to help you
understand we will show the results of our work with pictures and texts hoping you can learn something from talk the first is to monitor the game currencies let's assume our game system is a central bank then the game developers are the presidents of the bank we have to have the ability to quickly know how much money is still in the market and how much money we are issuing and collecting today in the netease games economical monitoring system prefers to use this chart to monitor the general status in the center of the chart is the current total amount of each currency in the game market on the left side of the chart is the currency issued by the game bank they kept approaching the amount of money in the whole market to increase but on the right side of the charge will eventually connect to
the game's currency in lots of ways for example players can improve their ability by purchasing and using items at the bottom of the chart we monitor the game's chatting behavior and each type of chatting is represented by a specific module finally just by looking at the colors or the numbers on the chart our team members can make a general judgment about whether the money quantity is stable if someday we found that the amount of money produced on given day is much larger than the amount collected we need to be alert is there something wrong at this point we need a second visualization true which is called the details of money it shows where each kind of currency came from and where it went here i used silver in the game as an example the table on the left shows how the game releases silver such
as playing jun jones open your gift box as you can see more than 10 billion silver has been released to this day among among which gameplay a accounts for the highest proportion the table on the right shows how the game collects the server such as players spending several upgrade skills shopping in the civil war and so on and then we saw that about 9 billion silver was collected throughout the day the other 5 billion of osu deceiver goes into the stack at the top of the chart we can judge how much time we have to fix these problems based on the stock of silver at the top of the chart if we accidentally make a mistake and issue excessive silver we will do two things one fix the source of the actual server two increases should turn collection channels to rebalance the stock
then we will keep looking at the chart and if we just started a new activity or sold a new item to collect to the actual patch we can see the effect of the currency collection right here until the stack at the top of the chart returns to a stable level after talking about the issue and collection of currencies there's a conceptual how to machine which is exchange rate as we said before for mmo games in china gold is acquired through paying and the server is acquired through game playing both of which can conduct transactions in a limited way in time games like world of warcraft gold is similar to the ww tokens you get when you make payments and server is similar to the gold coins that you can get in the game and they can also be charted with each other
as we all know the price of ww tokens goes up and down this currency conversion we call it the exchange rate if the exchange rate rises fast the silver that the farmers earning the game quickly becomes worthless and the farmers will feel the price rising therefore we need to continuously monitor the channel price fluctuation and shade of gold and silver as we can see in the video we have designed a gold silver exchange rate charge much like the stock market including price trade and trade volume change the price cheddar chart in the upper half represents the exchange rates of one gold to silver the child resembles many crosses of different sizes red means exchange rate is going
up and the green means the return rate is going down by the way the color is same as the chinese stock market which means it's the opposite of the american stock market you know we are a chinese company and raid means lucky in china the color represents the medial difference between today's and yesterday's transactions the taller the color the larger the price difference between these two days the vertical line represents the distribution of transaction price of the day the top represents the highest transaction price of the day and the project represents the lowest transaction price of date if the line is long they may exist to some abnormal trading the trade chart below shows the value of transactions between two currencies on the day in a manner of bar charts normally there should be no sustained or
significant fluctuations in the exchange rate but the lack of the charge we should hear exchange rates have risen sharply we must fully investigate every chat and activates from our expectations to see if there's any manipulation of currency prices let's see someone sells invoke or buys in book let's see what he does with it if someone buys a lot of free throwing money like silver there are several possibilities one this guy propels offline transactions with others two he planned to buy expensive equipment such as real weapons three trees try to purchase key items in large quantities maybe for monopolizing therefore we are
monitoring the prices of key items to prevent them from rising and make players feel in flashing our game substring decks is made up of a series of key items here we can see that read represents the average price of the items green represents the transaction price fractionation and the numbers show the sales volume click on the small chart to see the details of daily transactions thank god for the 5 items on this chart their selling price chains are pretty stable if they have huge fluctuations we will adjust the production of these items so about monitoring focuses on the currency itself what about the process of person-to-person transactions this is also very important and we found
a good way to do it to record the whole transaction process we designed a virtualization system for the transaction process to focus on the civil trade between different players as you can see in the video we use this network to present people's enchanter network this work this network has two elements circles and lines a circle represents a player and the largest circle is a great to the player's changing value the lines represent transactions between players the arrow on the lines represent the flow of silver and the colors of the lines represents the amount of silver these deals are linked together to form a vast network of players transactions we can look at the size of the circles
to find people who are trading in large amounts who are likely to be more important people in the economical system no matter how carefully players disguise their airway transaction as long as the players are involved in transactions of a large amount the charts still can help us identify them what we want to see a player's change we can click the circle to display his chat records from this graph we can determine what the currency circulation of each other is like and more importantly whether there exists any suspicious currencies to create last year let me show with you a case from our real work we have found that there is a flower-like training relationship in the game according to that the circles represent the players and the lines represent the chat the flower chart clear shows that there
was a strange changing relationship in the game at that time that used one player and dozens of other players had a frequent two-way training behavior and this petal was kind of outside the overall training market you think this that is so weird i mean why a player want to find a bunch of players giving the money away and getting back we use this client to identify some players take advantage of some loopholes with the game design and make profits so we investigated that and managed to fix it in a world we have introduced the economical system and inflation of china's mmo as well as some cases and virtualized graduation tools of monitoring and
intervening in flashing our original intention is serious talk to help western game developers know how top game developers in china design monetary economical systems and how to monitor key and data and create virtualizations and how to conduct array warnings and intervention any developers who want to process control currency issue or considers to add player training into games we believe this talk will be very valuable we have a lot of extraordinary experience in this arrow and we hope to have the opportunity to share it with you thank you
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