Feeling up the future
The core elements of a future’s market are:
- The sale of the agreement to purchase a set quantity at a set price at a set time in the future
- The sale of the agreement to sell a set quantity at a set price at a set time in the future
That’s it: The purchased promise to transact volume at price on date. Future’s markets rely on two things:
- A reasonable certainty on market prices in the future
- Unpredictable and yet reasonable risks which could significantly affect the prices at that time
Wealth of Nations delivers (a poor) something of a futures market in the way that commodity prices vary with supply and demand (which is clever and works well), but does not allow direct speculative exploitation of that market. I’m specifically interested in a direct speculatively exploitative futures market in a game…
It seems difficult but not impossible to implement direct representation of a futures market in a game if the game is going to play quickly (less than 2 hours). If the players are to build the systems which establishes the reasonable certainty then I suspect it may be impossible as too many iterations are required to build the player investments to deliver that certainty — with fewer iterations the sunk costs of chaos are too low.
Perhaps if the game provided the backdrop of both the base market and the base forces which drive the general curces of future market behaviour? Thus the game would effectively guarantee that the basic curves of value and time were as so, but the players could affect those curves or deliberately cause events to throw them off? Hurm. Curious. That puts the players more in the role of market manipulators, attempting to buy one side of the speculation prospects up cheap before forcing the market in that direction. Hurm. Yeah.
So how would the market represent? How could players see the value curves they would be speculating on, let alone the player manipulation incentive grids for exploitation? That’s a problem.
Imagine a linear track of value. Each commodity has five markers on the track:
- Historical market high (plus a date/age?)
- Historical market low (plus a date/age?)
- Current price
- Price at the end of last turn/epoch
- Price at the end of the turn/epoch before last
That would seem to sum most of the really basic data needed for market behaviours: trend, range, and velocity. (Later update: Of course it misses volume, which is also key)
I wonder?
This is such a curiously ungainly area for a game.
Commentary and processes of 
Comments
Regarding WoN: Do you not consider something like “building lots of farms in expectation of their demand” speculative exploitation? Maybe I misunderstand you.
On the post as a whole: It seems to me that making money on “the market” comes down to 1) luck, 2) research, 3) insider info, 4) taking margins on the fluctutations over time. Within the context of a game, 1 seems unsatisfying, 2 seems difficult but might translate to a simple divination of the game state plus a little psychology, and 3 may or may not work as a mechanic. Many games have the concept of margins, even those that aren’t market-based. Squeezing out a dollar here, a dollar there. It often feels like guess-work.
So what does it all come down to? If everyone has all the same information, and there’s no randomness, then there should be only one best play. Whoever makes it first (turn order bias?) gets the best position. You can add randomness–which I think is good in small amounts–but it shouldn’t be the “answer” to the problem. I think you might need small amounts of per-player secret info. It eventually gets revealed, but players have a short period of time where they can react to a “moving window” of information.
Just talking out loud.
Wealth of Nations implements a decent market system and part of any good market system is predicting demand, yes, but Wealth of Nations doesn’t support direct manipulation of those future predictions ala a futures market. For instance, there’s no direct ability in WoN to:
They seem interesting relationships to create in market-driven game. I’d like to do something in that direction that with Modern Mogul and slightly differently again with Trade Winds.
I worked the futures markets for grains for some years as a youth and made and lost fair amounts of money there. Yeah, there’s luck, research, not-so-insider (but still obscure and uncorrelated) information, and a lot of margin and hedge bets. While there are and have been a few quick strikes, it is not a game for eagles (cf Silver Thursday). For Modern Mogul I’m toying with a structure ala:
The hoped for result is that the normal random vagaries of the game would provide opportunity for margins in the hysteresis between the simulated players and actual market, with much larger deltas available through focussed manipulation of the market future against the simulated and real players.
My additional hope is that the single-best-play problem can be addressed by spreading it across time. There are short term plays leverage exploitations, middle term plays opportunity exploitations and long term manipulation/market dominances which will need to be played against each other with the value balance of each being a function of player position and investment.
But yeah, I could have player-private information such as, say private event/news cards which cycle through the player hands and when played kick the appropriate market a bit. I’m not keen, but it is a possibility.
All good stuff. Do you have thoughts on the implementation of “covert manipulation” outside of insider information? Do you mean stuff like having a player’s own corporation make plans to supply or demand a certain type of good?
That’s pretty much what I was thinking of: control and timing of supply and demand.
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