MagicManICT wrote:So what, exactly, is the difference between having a game representation of that action (the token) and not having one? The effect is still the same--money for digital goods.
I explained the difference and it's that very action of associating an in-game item with a real world monetary value that influences the economy negatively, yes they are both digital goods but through one model the developers don't set in stone a real money price with which can be used to compare the value of all other available goods.
If you had ever played ArcheAge it is in fact very similar to their APEX model and players experience the exact same issues in how APEX impacted their economy. In ArcheAge, APEX can be sold to other players through the player market or it can be consumed to provide credits usable in the cash shop and so a reasonable person would agree that this is indeed a pay-to-win scenario different from simply purchasing credits via the store and using them or gifting them. This created two reasons for purchasing APEX, to consume for credits (which one could simply buy through the store anyways) or to stock and sell during a time at which they are most valued either through in-game methods or otherwise.
Essentially, you are creating a new stock that has no other purpose but to be traded between players, and an artificial currency in a game that is supposed to allow any player the freedom to create a currency of their choosing does not exactly make much sense nor does it have any net positive effect beyond being a source of revenue. If this were some cookie cutter MMO there might be a place for such a model but it is not, it is a sandbox game that requires a rather significant level of investment and harsh implications relating to that investment and to allow any person the opportunity to dump hundreds or thousands of dollars in to a virtual currency that completely changes the dynamic of the economy should never be allowed to occur in the first place.