Card · ST-01
Market
I – Economic Order
Market
Ludic Organisational Structure · I – Economic Order value · Tipping potential: high
Market orders the exchange of value between agents: supply and demand are brought together via a price mechanism – decentralized value assignment without a central controlling authority.
Design question – How is value exchanged between agents in your game – and who determines what something is worth?
Reference example – Power Grid: the more coal is bought, the more expensive it gets, until the market is restocked. Animal Crossing: turnip prices fluctuate on the “Stalk Market” – sell too late and you lose. EVE Online: players trade almost everything with one another; prices, speculation and crashes arise from play itself.
Ordering domain
Orders the decentralized exchange of value through supply, demand and price formation.
Emergent behaviour
Price fluctuations, speculative bubbles, supply-demand equilibria and concentration of market power – phenomena that are inherent in no single Mechanism.
Core Mechanisms
- Conversion (MEC-03) – Exchange: good A → good B.
- Selection (MEC-07) – Price decision: which offer to accept?
- Auction (MEC-06) – Price formation (alternatively Negotiation).
Dynamic Mechanisms
- Accumulation (MEC-02) – Hoarding → scarcity → price increase.
- Investment (MEC-21) – Productive deployment → a temporal dimension.
- Scoring (MEC-09) – Scoring of market positions.
- Randomization (MEC-20) – Market fluctuations, external shocks.
Feedback architecture
- positive – Wealth spiral: wealth → more purchasing power → more demand → higher prices. (Accumulation)
- negative – Price damping: higher prices → less demand; taxation/decay as a damper. (Conversion)
Design parameters
- Price discovery – fixed exchange rates ↔ dynamic algorithms
- Goods variety – homogeneous (one currency) ↔ heterogeneous (many resource types)
- Market access – open ↔ restricted (routes, licences)
- Information – prices open ↔ prices hidden/asymmetric
- Inflation pressure – stable ↔ inflationary/deflationary
Risk profile
- Runaway leader – high
- Kingmaking – high
- Stagnation – medium
- Complexity ceiling – medium
Compatible with
- Banking / Credit (ST-02) – Compatible: a financial order complements the market.
- Production Chain (ST-03) – Compatible: value creation produces tradable goods.
- Territory (ST-08) – Compatible: trade routes.
Tension with
- Commons (ST-04) – Tension: market logic vs. communal use.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-02 Banking / Credit
- next card