First Look at Measuring a Server’s GDP
Author: Roboticus
Now that my Auction House data exporter is working, I wanted to give a few glimpses of what sort of information is being captured. Currently, I am only working with data from one server (Stormreaver) at one time (11/9/2008), but expect future analyses that look across time and across different servers.
First let me present an aggregate of all items listed on the Auction House, sorted by type of item. Note that all figures are represented in Gold, with the decimal places representing remainder Silver and Copper.
| Sum of Buyout Prices by Item Type | |
| Type | Sum of Buyout in Gold |
| Armor | 70039.8719 |
| Consumable | 23358.8791 |
| Container | 2445.3044 |
| Gem | 47931.1272 |
| Glyph | 10725.5583 |
| Miscellaneous | 2130.7305 |
| Projectile | 408.8389 |
| Quest | 32137.6646 |
| Quiver | 369.96 |
| Recipe | 30138.5143 |
| Trade Goods | 69960.0365 |
| Weapon | 31296.9946 |
| Grand Total | 320943.4803 |
Nothing surprising here, except that we can now see the sum of all buyouts on all items in the Auction House is 320,943 Gold, 48 Silver, and 3 Copper at this particular point in time.
I expect that the calculation of this value, while uninteresting by itself, will become very useful for identifying changes in a server’s economy over time, tracking inflation, and comparing one server’s economy to another. And more to the point of todays article, finding this figure is the first step towards measuring a server’s GDP.
In addition to overall GPD, I expect to be able to find sector-by-sector values. The following table is a derivative of the table above, but breaks down the items into subgroups.
| Type and Subtype of Item with Sum of Buyout | |
| Type and subtype | Sum of Buyout |
| Armor | 70039.8719 |
| Cloth | 21045.4729 |
| Idols | 210.2952 |
| Leather | 16843.0403 |
| 8509.3164 | |
| Miscellaneous | 14734.6428 |
| Plate | 6892.2313 |
| Shields | 1804.873 |
| Consumable | 23358.8791 |
| Bandage | 63.1764 |
| Consumable | 72.7867 |
| Elixir | 1618.017 |
| Flask | 35.5407 |
| Food & Drink | 2414.4204 |
| Item Enhancement | 15449.8228 |
| Other | 733.3774 |
| Potion | 2293.5101 |
| Scroll | 678.2276 |
| Container | 2445.3044 |
| Bag | 1583.0437 |
| Engineering Bag | 155.31 |
| Gem Bag | 61.5 |
| Herb Bag | 519.99 |
| Inscription Bag | 3.7635 |
| Leatherworking Bag | 50 |
| Mining Bag | 71.6972 |
| Gem | 47931.1272 |
| Blue | 5146.0353 |
| Green | 4301.6676 |
| Meta | 6222.8292 |
| Orange | 6509.88 |
| Prismatic | 31.1744 |
| Purple | 8543.6341 |
| Red | 9199.1135 |
| Simple | 2634.9168 |
| Yellow | 5341.8763 |
| Glyph | 10725.5583 |
| Death Knight | 496.199 |
| Druid | 2214.0928 |
| Mage | 1546.2229 |
| Paladin | 1148.2079 |
| Priest | 627.5763 |
| Rogue | 900.8655 |
| Shaman | 1524.7049 |
| Warlock | 1586.4794 |
| Warrior | 681.2096 |
| Miscellaneous | 2130.7305 |
| Holiday | 53.45 |
| Junk | 316.3309 |
| Other | 1593.4134 |
| Pet | 76.8958 |
| Reagent | 90.6404 |
| Projectile | 408.8389 |
| Arrow | 80.04 |
| Bullet | 328.7989 |
| Quest | 32137.6646 |
| Quest | 32137.6646 |
| Quiver | 369.96 |
| Ammo Pouch | 363.75 |
| Quiver | 6.21 |
| Recipe | 30138.5143 |
| Alchemy | 1428.9197 |
| Blacksmithing | 6867.7532 |
| Book | 1073.8336 |
| Cooking | 995.0474 |
| Enchanting | 4541.3618 |
| Engineering | 2370.0679 |
| First Aid | 114.2065 |
| Fishing | 27.225 |
| Jewelcrafting | 6779.6602 |
| Leatherworking | 3453.8882 |
| Tailoring | 2486.5508 |
| Trade Goods | 69960.0365 |
| Armor Enchantment | 3.6054 |
| Cloth | 5979.1744 |
| Devices | 767.5765 |
| Elemental | 10910.8582 |
| Enchanting | 18010.4966 |
| Explosives | 29.882 |
| Herb | 5710.5765 |
| Jewelcrafting | 46.8442 |
| Leather | 4728.083 |
| Materials | 1014.5043 |
| Meat | 384.4169 |
| Metal & Stone | 8897.0247 |
| Other | 10742.7059 |
| Parts | 2734.2879 |
| Weapon | 31296.9946 |
| Bows | 739.6056 |
| Crossbows | 191.5898 |
| Daggers | 3099.9228 |
| Fist Weapons | 145.68 |
| Guns | 4130.3708 |
| Miscellaneous | 3 |
| One-Handed Axes | 1097.4225 |
| One-Handed Maces | 3938.9103 |
| One-Handed Swords | 2354.3544 |
| Polearms | 1000.0112 |
| Staves | 4327.5878 |
| Thrown | 107.799 |
| Two-Handed Axes | 7155.0013 |
| Two-Handed Maces | 843.2646 |
| Two-Handed Swords | 1651.6771 |
| Wands | 510.7974 |
| Grand Total | 320943.4803 |
While that may have been more information than most people need on the issue, I wanted to show the level of granularity that total-market scans can unveil.
Even just in presenting these numbers, I already can see the many difficulties that must be addressed before a firm methodology for establishing server GDP. In these numbers, I found two outliers that more than doubled the overall value of the economy. These items were simple Copper Bullets, selling for 180,000 Gold — an item that normally sells for 15 Silver. A clear method for identifying these outliers must be found, preferably one that does not require looking at data sets one by one. Other factors that need to be identified is how to determine what items successfully sell, which items are re-listings from previous scans, and what time frame to use for measuring GDP.
But before we get on to that, I wanted to share some more types of information that can be gleaned from these data. Below is a table that compares total value of buyouts for goods, sorted by the level of quality of the item. For the non-WoW players here, Common items are generally items found by gathering professions and drops off of minor mobs while Epic items are those that drop off the most difficult raid bosses and from high end crafting professions.
| Sum of Buyout Price by Quality of Item | |
| Row Labels | Sum of Buyout |
| Common (white) | 77006.9874 |
| Uncommon (green) | 64049.214 |
| Rare (blue) | 96213.0551 |
| Epic (purple) | 83674.2238 |
| Grand Total | 320943.4803 |
The surprising find here is that each of the four gradients are relatively near each other in sum of buyout values. I would have expected that epic items would have represented a great majority of the Auction House’s value.
If you have any questions, or want more details about these data, please feel free to leave a comment and I will get back to you!
Tags: data collection, GDP
December 19th, 2008 at 11:42 am
A method for detecting an auction ending before its scheduled time (suggesting a buyout) would be a matter of just taking frequent scans, assigning items on the AH a unique identifier, and then watching whether or not they disappear before they are scheduled to do so.
What I wonder is how, if at all, you plan to deal with auctions ending due to cancellations by sellers.
December 19th, 2008 at 12:12 pm
I’ve already looked into that approach and have been doing scans as frequently as possible. The limiting factor to this approach is that a full Auction House scan takes 8 to 12 minutes (depending on the amount of postings) and 2-3 minutes of processing time to parse the data. Unless I create a second account, this means that I can’t be playing the game while taking scans. Perhaps if I did have a second account, I could write an addon to the game that automates the process of scanning, parsing, saving, deleting old auction data and then repeating so I could just leave the second account constantly running. Unfortunately, I am limited by both time and money, given that I am currently applying to Ph.D. programs in Economics. (hence the shortage of new posts at the moment)
Nice blog of your own by the way. I’ve read your RMT paper before, which was one of my first glances at analyzing MMOs.