(Big simplification for TF2 players follows) Also, in TeamFortress 2 (Valve's biggest virtual economy), it's difficult to farm gold. Logged in players receive 1 gold/hr, capped at a max of 10 gold/week. It's possible to create new accounts, and run all of them concurrently, but the expected gain is fairly low, and you have to pay Valve real money for the privilege of having extra accounts.
The exchange rates are also totally asymmetric. The exchange rate for money into gold is approximately $1 => 81 gold. The exchange rate for gold back into real money is ambiguous. There isn't a liquid market here. It involves finding rare in-game hats that aren't sold in the valve store, and selling them on e-bay for $100-$400.
The hypothetical gun might cost $2 on the valve store, but 1 gold in game (i.e less than 1% of the store price). This strongly incentivizes players to trade in-game.
It's possible to make a profit by trading with humans, but that's labor intensive (because you have to find the player and haggle), and probably seen as a positive for Valve, because the traders are providing liquidity.
One such "glitch" is known as a "vintage scrap metal" which only a few exist in the game. They popped up when a user would delete their metal and ask valve to put it back, when they did, it showed up as "vintage scrap metal" with blue text. Such metal has sold for over $1,000.
I feel much of the TF2 economy (these items that can't be bought in a store) is simply players holding onto the weapons and working together to sky-rocket the price. Now, people refer to a "spreadsheet" which is set by a group of individuals. Everyone follows this spreadsheet religiously.
For small items, I think the TF2 economy is very neat. But for rare items? A mess.
In effect, by making it difficult to turn virtual gold into money, and allowing rare items to sell on EBay, Valve is paying a small number of traders to provide a liquid market.
I'm aware of the spreadsheet, but I think you overstate its importance. Sure, people are aware of the book value, but just like real life, people pay more or less than the book value according to their desire.
Complete conjecture, but I suspect this is related to things like the increased price to craft gems in Diablo II (bigger gems are more expensive) which was a stark contract to Diablo 2's simple method of "3 small gems make a big gem".
Diablo 2 felt like it had an economy that happened almost by accident whereas DiabloIII feels like they put a lot of effort into the economy and trying to have enough ways to remove gold from the economy.
WoW I think had some of the most visible impacts in terms of gold sinks (some I am sure were pioneered by other games and MMOs)
They brought about the concepts of vanity items, which were absurdly expensive and went from there.
Whats even more interesting is seeing the progression and evolution of these economies.
Wow 1.0 auction houses and others barely had the concepts of gold sinks, nor any of the finer tuned economic catches that blizzard introduced by the time it reached its 3rd expansion - Wrath of the Lich King.
That would make the items too expensive for normal players - only the gold farmers and their customers would be able to afford it. Tricky business.
Diablo 3 has crazy gold hyperinflation due to bots and the real money auction is causing further havoc. It is pretty obvious that this was not well thought out prior to release.
There is also evidence of duping on the Asia servers already requiring a rollback so. So people are actively trying to exploit the system and there are not enough checks in place.
That would be one fun thing to test - and better yet, contrast with real world examples.
The creation of the US dollar is also limitless and effortless.
If every U.S. citizen could create dollars, we would indeed have hyperinflation.
The economy is now hugely imbalanced, so performing common actions such as crafting a sword from metal will cause you to lose a fair amount of money. There is also no real item sink because the consequence of death from npcs has been reduced (keeping most of the item you where holding when you died) and PvP (player versus player) has been neglected to the point where few players engage in the activity.
For that same reason we don't give the power to create dollars to Congress.
I remember hearing about virtual economies where money can be injected at any time through gold mining, etc, and that they were inherently unstable. Once you got the gold farming schemes that sold gold on e-bay, it created massive hyperinflation.
And it totally made sense that hyperinflation would occur since the creation of virtual gold was limitless and effortless, so the gold farmers didn't care how much gold they sold it for as long as they got real money. That rendered the price of gold worthless, and it drove up the prices of virtual goods across the board.
I would love to see how these problems are tackled in the virtual world.