Just so we’re clear; the article you linked doesn’t support your own argument. Having said that, let’s dive in.
What do they have to say about the WoW token?
The WoW token is very simple: You pay Blizzard $20 for a token, and then you can sell the token on the in-game auction house. A player with gold can buy a token and redeem it for a month of WoW subscription time or for $15 of Battle.net balance, which is like a gift card credit that can be redeemed in WoW or other Blizzard games such as Hearthstone and Overwatch . You get their gold; they get your cash, or at least most of it.
Interestingly, they never once suggest that WoW tokens are creating gold. What they do suggest, however, is that there are not one but two benefits to buying the tokens from other players.
- A month of game time (which you suggest isn’t enough to support the overall supply because of how many sub numbers that would generate)
- $15 in Battle.net balance.
Worth noting because $15 in account balance can be used not just for game time but for character services, transfers, level boosts, etc. One person who wants to boost a single character needs four tokens to convert into balance. That changes the metric quite a bit, and it puts significantly more pressure on your argument. If I need not only 1 token per month, but potentially half a dozen tokens a month to support things like pets, mounts, and character services (not to mention loot boxes and such in other games I might play), the demand goes through the roof compared to just game time.
In fact the article touches on this exact transition:
Once Blizzard allowed players to redeem tokens for Battle.net balance, however, there was basically no limit to how many tokens players needed. Rich players began dumping their stashes, and with so many more people trying to sell than buy, the value of gold relative to dollars plunged, and the gold price of the tokens started skyrocketing.
In August 2016, when Legion was released, a WoW token was worth 35,000 gold. Prices began to rise after Blizzard announced that tokens would be redeemable for Battle.net balance, and when the new functionality was released, the price of a token surged to about 90,000 gold. In July 2018, shortly before the release of Battle for Azeroth , prices peaked above 200,000 gold per token.
Funny that, isn’t it? Even though gold was at an all time high at the end of WoD, the tokens themselves were fairly low value because all you could buy with them was time. Low demand, high supply, low value.
Then suddenly the tokens can be redeemed for blizzard balance, and you can pay gold for all those pets, mounts, games, services, etc, and the demand for those tokens skyrockets. They skyrocketed even more just before the launch of an expansion, probably because people wanted to buy the expansion without having to, you know, buy the expansion.
So… if that’s all true, though, where does the inflation come from? You suggest that it’s because Blizzard is putting hundreds of thousands of gold into the economy many times a day over and over, because nothing else makes sense to you, right? Well, how about:
Another problem is that gold isn’t a finite resource; the game is constantly creating more of it. Gold is created every time someone completes a quest, kills an enemy or sells trash to a vendor. Some gold is siphoned back out of the game economy by repair bills, flight paths and a “tax” on auction house sales. Occasionally, a lot of gold is destroyed when someone buys a pricey vanity mount from a vendor. But gold is created quicker than it is destroyed, and it becomes less valuable as it becomes less scarce.
In particular, between 2014 and 2016, it was possible for dedicated players to generate quantities of gold that were previously impossible to obtain, and have not been possible to obtain since. The Warlords of Draenor expansion was the first time the game included nonplayer character followers that players could send on missions to collect resources, items and other useful stuff, including gold.
In that expansion, NPC followers could get an ability called “treasure hunter” that doubled any gold rewards they earned from a quest. And “treasure hunter” perks stacked, so it was possible to get a few thousand gold per day, per garrison. Many casual players who had never had significant amounts of money before earned hundreds of thousands of gold during Warlords of Draenor . Players could sock away millions, since each character could earn roughly the same amount of gold from their garrisons, and you can have as many as 10 characters on a server.
So not only are the ways we earn gold ever increasing in “value” (50g per quest today vs 1-3g per quest 14 years ago), but we can earn much more gold passively, with almost no time investment, just by logging into alts and queuing up missions. The fact that WoD funneled millions of gold into anyone who so much as breathed at their garrison with the intent to make gold only further creates an issue.
It’s also useful to note, as the article also mentions, part of the issue with token prices, gold value, and so on, is that since MoP the scarcity of sought after trade goods has plummeted. In Vanilla > Wrath/Cata we had scarcity of ingredients to both control inflation and mitigate increasing income (though inflation continued through both of those expansions, where by cataclysm having 20-40k gold wasn’t strictly unreasonable, but not super easy).
So what changed?
- MoP and WoD gave us our own personal resource pumps for things. We could mass produce (on as many alts as we felt like) a wide variety of resources.
- WoD/Legion (can’t quite recall which enabled it) gave us shared resource nodes. See that herb? You have 5 seconds after I loot it to loot it as well. My guild partook in farming via the seeds. Plant a bunch of seeds, all 40 of us loot the flowers, rinse repeat.
- Flying in the zones only made this situation significantly worse.
So what happens here? The relative value of trade goods plummeted. We were able to spend much less of our overall capital to fund ourselves, but we were making even more money than ever just by existing. The result is that a glut of resources, a massive rise of gold in the world, meant that stock piles continued to grow instead of shrink.
As I pointed out above, we then saw partway into Legion the sudden shift to tokens being able to be redeemed for battle net currency, and things got all sorts of screwy.
TLDR
Your article provides nothing that suggests that tokens are being meddled with, and in fact provides enough arguments and evidences to suggest that there needn’t be any further interaction on Blizzards part to create such rampant inflation.
There’s more than enough demand for tokens to drive the market and speed that we see, particularly considering that unlike your trade goods the tokens are region wide (your token can be purchased anywhere in the NA region, but your trade goods can only be purchased on your 1-3 connected realms).
You have provided no compelling evidence that tokens add any currency to the game world at all, and in fact provided a “source” that doesn’t support your own argument.
Still too long, still didn’t read.
Read your sources, you still haven’t provided compelling evidence that Blizzard is lying. Inflation is caused by so many other things that it doesn’t need help.