Kind of ironically, his work is more applicable to a game economy than a real economy.
I don’t follow – Keynes’ insights flow from introducing transaction lags and breaking the neutrality of money via finance, neither of which applies to a game economy (at least, not to the GW2 economy). What parts do you think describe the GW2 economy well?
I think John’s speaking more along the lines that government (Anet) intervention is necessary to keep the economy in check. This is true with GW2, since Anet is always making adjustments behind the scenes to artificially influence prices. Example: Over abundant Silk? Increase the cost to make bolts, and introduce Ascended recipes that make Silk highly desirable, thus increasing values.
So for Anet to take a step back and let us move the economy on our own, that’s basically anti-Keynesian.
That is more what I’m referring to. Also because in a game economy there is the ability to opt-out of the economy entirely with little cost. This means that death spiral are far more likely and more common without strong regulation, especially with content changes.