Stouter said:
Gilsellers do contribute to the problem, but they're not a major part of it the way everyone thinks. Anyone remember the early gilsellers? Farming gigas in delkfutt for gil drops, farming tigers in glacier to turn in fangs for quest gil and sell hides to NPC. Gilsellers have brought in gil from nowhere, and sold it to players. Here's your increase in currency.
I didn't play before December '05 so I can't say anything about gilsellers back then but today they don't do that anymore (I'm pretty sure, except for exploits like Rabao. But many people besides just gilsellers exploited Rabao.).
Stouter said:
Now they don't farm gil, they farm drops. They sell those drops for gil, then sell the gil. This adds to inflation in two ways. One, by selling gil to players they give more players more buying power, so those players are able to spend more. Two, their gil becomes essentially liquid, going straight through them without any potential money sink like other players, ie crafting, etc. In other words, it leads to more gil being spent, even if it is the same gil being spent multiple times. This decreases supply.
By selling the gil to the players, they only move the gil around. Money, by nature, is a liquid entity. Money sinking to other players, or crafting doesn't bring out any money from the economy. It simply moves it around. Trading real money for gil is very similar for trading something in game for gil. It's just that in RMT the gil is being traded for something out of the game, so you see no representation of the two-part trade in game.
If anything, breaking crafts actually hurts the economy because there is less item per gil. But that's marginal. Money moving around in an economy is very healthy, that's why the government lowers interest rates. If people save too much money then the economy starts to die, and the government lowers interest rates to get people to spend more. This is when you start to see the differences between real and game economies. In a real economy, people also need to save because they need to be able to spend it later. In a game you never have to retire and can always make more money from someone. Spending money is always healthy in a game economy.
The problems arise when gil depreciates in value (not percieved value, actual value). The percieved value by gilbuyers decreases because they have no sense of worth for the gil because they spent no time getting it. Actual value is how much each gil is worth per capita. For example, in the US average inflation is about 3%. That means that next year your dollar will have the buying power that 97 cents would have today. Gilbuying causes people to have an incorrect percieved value of the gil, but the actual value of the gil is exactly the same unless inflation takes place. I have about 600k gil on me. A year ago that would be a ton of money, able to buy many things with it. But today gil is much more readily available. Many people have 600k. The average gil/person has gone up, just as the costs of things have gone up. This is natural when you have a liquid economy (money coming in and going out). FFXI's economy isn't too liquid, there is a good amount of movement of gil.
The problem is that every day gil is worth less and less. So instead of my dollar losing 3% a year, it's losing say 1% a day. In a week my dollar will only have the buying power that today's 93 cents has. In another week, only 87 cents. In another week only 80 cents. It goes on and on until each individual gil is virtually worthless. The same thing is happening in FFXI because there is too much money coming in, and not enough leaving.