Chapter 3
The Economy of the Camp
The institution of the guild had solidified its internal rules, turning its gaze outward to defend its claims on territory like the rare spawns of Lady Vox. But before the guilds could fully map the wilderness into private holdings, the wilderness itself had generated its own earlier, more fundamental economy.
This was an economy not of rosters and raid schedules, but of individual patience and collective forbearance. It flourished in the dungeons—Lower Guk, the Estate of Unrest, Nagafen’s Lair—where valuable monsters respawned at predictable points in the code.
To “camp” was to stake a claim through continuous presence. A player or group would clear the monsters around a specific spawn point, then wait, minute after hour, for the prized creature to reappear and be killed again. The yield was loot: a rare sword, a spell scroll, a piece of armor that could be worn or sold.
The currency invested was time. The property right was established not by deed or flag, but by the simple, grinding fact of being there.
This was the first indigenous economic system of the virtual world, a player-driven adaptation to the server’s fixed, procedural environment.
The institution of the guild had solidified its internal rules, turning its gaze outward to defend its claims on territory. But before the guilds could fully map the wilderness into private holdings, the wilderness itself had generated its own earlier, more fundamental economy.
This was an economy not of rosters and raid schedules, but of individual patience and collective forbearance. It flourished in the dungeons—Lower Guk, the Estate of Unrest, Nagafen’s Lair—where valuable monsters respawned at predictable points in the code.
To “camp” was to stake a claim through continuous presence. A player or group would clear the monsters around a specific spawn point, then wait, minute after hour, for the prized creature to reappear and be killed again. The yield was loot: a rare sword, a spell scroll, a piece of armor that could be worn or sold.
The currency invested was time. The property right was established not by deed or flag, but by the simple, grinding fact of being there.
This was the first indigenous economic system of the virtual world, a player-driven adaptation to the server’s fixed, procedural environment.
This chapter charts the emergence of the first indigenous economic systems within the virtual world, moving beyond the guild’s social structure to examine how players collectively organized around scarce resources, establishing unwritten laws and a moral economy. The focus is on the practice of “camping” in EverQuest—staking claim to a specific monster spawn point for hours to obtain rare loot—and the elaborate player-enforced etiquette that grew around it.
The camp was a factory floor with a single, repetitive machine. A group would secure a room or a corridor.
They would kill the initial occupants. Then they would enter a state of suspended animation, broken only by the brief, violent renewal of the spawn every six, twelve, or twenty minutes.
Conversation filled the gaps. Players typed stories, discussed other games, shared details of their lives beyond the screen. The work was monotonous but social. It was also intensely vulnerable.
The game’s mechanics permitted a catastrophic form of market disruption known as a “train.” A player, whether through recklessness, malice, or simple miscalculation, could aggro a long chain of monsters and run past another group’s camp. The pursuing monsters, unable to catch their original target, would instead fixate on the nearest available characters—the campers.
The result was often a total party kill, scattering equipment-laden corpses across the floor. The camper’s investment of hours was obliterated in seconds. The train was the ultimate breach of contract in an economy built on tenure.
From this constant pressure, a code of etiquette coalesced. It was a Patch Constitution written not in developer updates, but in thousands of nightly interactions.
The primary rule was first-come, first-served. A camp belonged to those who occupied it. If another group arrived, the customary inquiry was “Camp check?” The incumbent group would name their camp—the “Arch Mage” or the “Frenzied Ghoul”—and the newcomers would, in theory, move on. In busier zones, an orderly queue could form. Groups would wait in a safe alcove, their place in line honored by those who came before them.
This system required universal recognition and enforcement. There was no in-game UI for tracking claims. The ledger existed in the shared awareness of the zone’s inhabitants, a consensus sustained by mutual self-interest. To steal a camp was to become a pariah. Your name would be noted.
It might be broadcast on the common channel, /ooc, which reached every player in the zone: “Avoid grouping with Grakka, he just stole the Spec camp.” The sanction was social exile, a potent threat in a world where progress depended on cooperation.
The forum post from Lower Guk was an extension of this justice system into a permanent record.
Borlag was not just venting. He was creating a publicly accessible case file. By naming Xylen and detailing the loss, he triggered a process of communal adjudication. Other players could inspect the facts. They could check their own memories of that hour in Lower Guk. They could assess whether Xylen’s claimed pathing error was plausible given the dungeon layout. The thread’s respondents acted as both jury and precedent-setting judges. Some shared similar grievances. Others dissected the mechanics of frog aggro ranges. The discussion moved from the specific incident to the general principles of zone safety and responsibility. A train could be an accident. A repeated train, following a zone-out to reset monster aggression, indicated design.
The community’s judgment, reflected in the tone and conclusions of the posts, leaned heavily against Xylen. His reputation, in that corner of the server, was now collateral against future trespass.
This grassroots order created a functional, if fragile, economic framework. It allowed strangers to coordinate without a sovereign. It allocated a scarce resource—productive monster spawns—according to a clear, if demanding, principle of labor. The player who invested the time earned the right to the reward. This moral economy felt instinctively fair to its participants. It mirrored a craftsman’s logic of effort and product.
The system’s fragility stemmed from its total reliance on voluntary compliance. The code of the game itself did not recognize the camp. It only recognized characters, monsters, and combat. A player could, with a few keystrokes, ignore every norm and unleash chaos. They could do so for personal gain, for the sheer thrill of disruption, or out of a belief that the wilderness was meant to be lawless. The camp economy therefore existed in a state of perpetual low-grade conflict.
Its stability was not guaranteed by rules, but purchased nightly through the repeated, conscious choices of dozens of individuals to uphold a shared fiction. The fiction was that a patch of digital ground could be owned. The ownership derived from a social agreement, but the object of that agreement was a piece of content generated by the server’s spawn tables.
Herein lay the central tension of the early virtual society. Players were building a commons, but the commons was built atop a factory whose machinery was owned by someone else. The developer, Sony Online Entertainment, controlled the spawn rates, the loot tables, the very geography of the dungeons. A single patch could erase a lucrative camp or create a new one. The players’ unwritten laws were a collective adaptation to this fixed, external environment. They were trying to impose predictable order on a system designed to be challenging and unpredictable. Their success in doing so created a paradox.
The more efficiently they organized their camps and queues, the more they revealed the underlying reality of their activity as a form of optimized labor. They were extracting value from a procedural system. The camp was not a homestead. It was a work site.
Griefing, the deliberate violation of norms, tested the limits of this social contract. The train was its most potent weapon.
Yet even griefing followed a kind of perverse market logic. A griefer invested time and effort into assembling a train. They accepted the risk of their own character’s death. They sought a return on that investment, not in loot, but in the satisfaction of destruction or the subsequent capture of the cleared camp.
Some griefers operated as solo anarchists. Others acted as agents for rival groups, clearing competitors from valuable turf.
Forum archives from 1999 and 2000 show players grappling with this shadow economy. They debated whether certain classes, like the necromancer or the monk with their feign death abilities, were inherently prone to causing trains. They proposed in-game solutions, like a karma system or player-initiated bounties.
These proposals were always appeals to the developers for tools to enforce their own norms. The players were asking the factory owners to help them police the assembly line.
The developers generally declined. Their public stance, repeated in official forums and interviews, was that player conflict was a feature, not a bug. The world was meant to be dangerous. Social problems required social solutions.
This was a deliberate design philosophy that pushed the burden of governance back onto the population. It forced the community to develop its own capacities for conflict resolution. The forum tribunals, the /ooc shaming, the blacklists—these were the institutions of a stateless society. They were slow, imperfect, and vulnerable to misinformation, but they worked well enough to keep the economy functioning most nights.
This demonstrated a profound historical truth about the server as a country. Its first systems of law were not handed down from above. They were forged in the repetitive friction of nightly resource disputes, reconstructing the nightly negotiations and emergent justice on zones like the Estate of Unrest or the Gukta dungeons.
The archive of those disputes, from the “Trained in Lower Guk” thread to hundreds like it, provides a pristine record of a market’s organic formation. We can see the norms being proposed, tested, broken, and reaffirmed.
The counter-argument is that this was not a society forming, but a factory revealing its true nature. The server, in this view, was a Skinner box of exquisite design. It offered variable rewards—the rare loot drop—for repetitive behaviors—the camp.
The social phenomena that emerged were merely user-generated coping mechanisms for the grind. The etiquette of the camp was not a moral economy but a collective efficiency protocol to minimize interference in each other’s data extraction. The griefers were not criminals but stress-testers, proving the system’s fundamental amorality. There is a hard truth in this perspective. The camp economy was indeed a system of labor. Its products had real value, as the nascent market for platinum and items on sites like eBay would soon prove. The time spent camping was often monotonous, unrewarding work.
Yet to dismiss the resulting social world as an illusion is to misunderstand the nature of the historical record. The frustration in Borlag’s post is not synthetic. The communal effort to judge Xylen’s actions was not automated. These were genuine social acts performed by people trying to build a livable world within the factory’s walls. Their choices were constrained by the machinery, but they were not determined by it.
The camp economy reached its logical peak and its point of greatest strain in the most famous dungeons. In the Estate of Unrest, a haunted mansion packed with valuable undead, the competition for specific spawns like the Ghoul Assassin or the Dread Corrupter was constant. The zone was a microcosm of the entire system. It had its regulars, its known queue spots, and its infamous griefers. Chat logs from Unrest show a remarkable degree of organization. Groups would formally pass camps to friends when logging off, creating a secondary market for camp tenure. The phrase “I have camp rights” entered the lexicon, a claim that could be honored or contested.
This was property law in its most nascent form, a right based on prior investment and social recognition.
It was also a system begging for exploitation. If a camp right could be transferred, could it be sold? Could a player claim a camp merely to auction it off to the highest bidder? The mechanics of the game prevented direct sale, but indirect arrangements—payment in platinum to vacate a camp—were documented in forum complaints as early as mid-2000.
This was the frontier where the grassroots moral economy met the logic of capital. The original ethic of the camp was Protestant in its simplicity: he who works, earns. The introduction of secondary trading and speculative holding corrupted that ethic. It created a class of intermediaries who profited not from killing monsters, but from controlling access to them. These were the first virtual landlords. Their authority still rested entirely on social consent and the threat of force, but their activity pointed toward a future where control of territory, not personal labor, would be the primary source of wealth.
This shift did not go unchallenged. The community’s enforcement mechanisms turned against the speculators with particular venom.
A player who camped a spawn only to sell it was seen as violating the spirit of the endeavor more deeply than a mere griefer. The griefer was a force of nature, a bandit. The speculator was a corrupt official, perverting the system from within.
By late 2001, the camp economy was a functioning, if volatile, system of labor and property. It had developed its own courts, its own sanctions, and its own internal contradictions. It had proven that thousands of strangers could generate a working legal order from the bottom up, using nothing but text logs and shared interest.
This order, however, was inherently local and situational. It worked in the cramped, monitored space of a dungeon zone where everyone could see each other. It was far less effective in the open world or against large, organized groups. The very success of the system in creating stable, valuable assets made it a target.
The guilds, those institutions with their rosters and their discipline, had spent two years looking inward. They now looked at the camps, at the queues, at the accumulated wealth being generated nightly in Unrest and Guk. They saw an economy ripe for consolidation. The guild did not invent the camp. It would, however, soon arrive to administer it, to tax it, and ultimately to go to war over it. The fragile justice of the forum tribunal was about to meet the organized power of the scheduled raid. The citizens who had built their quiet, tedious law from the ground up would find their claims suddenly worthless against a superior claim of force. The pressure that had been building in Norrath was no longer just about camps or loot distribution. The guilds had solidified, and their outward gaze now fell upon the territory that fed them.