Chapters

* Title * Contents * Introduction * Place * System * Design * Using * Future * Bibliography

Sections

* Using * Composite_Story * Behavior * Supply_and_Demand * Trade * Central * Externalities * Chicken * Monopolies * Geography * Money



Central Planning

What about central planning? A wide array of people have been seduced by the idea that the very real waste present in market economies could be made to go away by having things centrally directed. Players can see that it would be most efficient in the MarketPlace economy if someone just assigned all the production roles. ("You make food over here, I'll make energy over there, ...") I've talked to players about this observation and discussed ways in which differences between the MarketPlace world and the real world might explain the observed poor performance of real-world central planning. The most convincing culprit seems to be the much higher number of products in the real world, and the overwhelming number of choices that have to be made about how to produce them. Players also worry about how they would divide up the benefits.

It is interesting that the MarketPlace toy economy seems to be a powerful argument against central planning. At first glance it seems that it should be quite the opposite. After all, the MarketPlace world could quite conceivably be planned. Because players can see that it only can be planned because it is very simple, it serves as a counter-example when they imagine scaling up the model (and the corresponding planning mechanism) to the level of the real world. This opportunity for insight owes much to the transparency of the MarketPlace formal model.




Greg Kimberly/gregkimb@gak.com