Tobold recently posted a fascinating article on his MMO blog here: http://tobolds.blogspot.com/2009/10/gini-coefficient-of-mmorpgs.html In it he talks about an economic concept known as the Gini coefficient. Basically, the Gini-Coefficient keeps track of the equality of wealth in a country. A Gini Coefficient of 1 would mean one person had all the money and power. A Gini Coefficient of 0 means that power and money are shared equally by all people in society. For example... a poor country may have a Gini coefficient of .6 wheras Europe has a relatively low Gini Coefficient of .31. The US is somewhere in between with a Gini Coefficient of .47. Any time a country votes in something that may modify their Gini Coefficient (i.e. Obama's health care plan), it causes a huge outcry.
The Gini Coefficient in MMOs
Tobald then goes on to talk about how the Gini-Coefficient can be applied to MMOs. This is difficult, because gear plays a huge element in calculating wealth. A raider with 0 cash may have more real wealth than someone who is at the money cap with only gold-bought items. Anyway, he goes on to say that WoW used to have a high Gini-Coefficient (The difference between the haves and have nots was huge), but it has been decreasing over time as they add more ways to get gear (i.e. welfare epics as raiders call them). Everquest had a much higher Gini constant than WoW in my mind. A game like Eve has a much higher gini index than even Everquest.
The Gini Coefficient in Torchlight
I think most of the community want the Torchlight MMO to have a lower Gini Coefficient than WoW. The main reason is that games like this appeal to the casual player. I think this is one reason that people are divided on micro-transactions. We do not want them to mess with the Gini-Coefficient too much and thus view them sceptically.
The Gini Coefficient Applied to MMO PvP
Interestingly enough, most pvp games strive to have as low a Gini-Constant as possible to promote fairness. A game like Starcraft for instance is striving to get the Gini-Coefficient as close as possible to 0. An FPS like Halo would also try for this. This got me thinking about PvP in MMOs. Everquest had an incredibly high gini coefficient. So did early World of Warcraft. People in top tier raiding guilds would blow away the competition even if the competition was unskilled. While World of Warcraft has added some ways for people to ramp their gear up, gear is still the primary decider of who will win a match versus who will not. The gini index in world pvp is even more unfair. Games like Guild Wars, on the other hand, strive to have a much lower gini index. Everyone has roughly the same quality of pvp gear and is the same level. I think this is why most people who experienced both will say that the Guild Wars PvP system was better than the World of Warcraft system.
Ideas to create a fair PvP Environment
I believe that most avid PvP fans want a level playing field. Only gankers and griefers typically want a huge advantage over their opposition. I believe that Torchlight should strive for fairness in overland pvp. It will make for a more robust and interesting PvP system. There might be several ways to do this, but I think one simple one is to utilize a system known as mentoring which is typically used to allow low level and high level people to play together. Here is my idea:
- Use the mentoring system to make everyone in the overland the same level in regards to pvp, perhaps level 20. (They can still be different levels in pve)
- All skills should be normalized to follow the level 20 damage curves.
- Gear should all be normalized to have a level 20 item budget. This means a level 80 unique should give people the same advantage as a level 20 magic item. White items, should be given magic properties that the mods decide on.
- People who are being teamed up on should get a slight bonus to their level to compensate.
I think using these methods would make for an extremely interesting pvp Shadowlands. Basically everyone would be a threat and there would be no Godlike people running around. I believe that any PvP system which makes skill a much bigger component to success than levels is innately more interesting and competitive.
What do you guys think? Would such a system work out for pvp or can you see some problem with it?
- Jerich

