In a sandbox mmo, crafting has a huge need to fulfill large market demands. In fact in sandbox mmos, goods such as, armor, weapons, and consumables are not produced by the game but rather instead by the players. If players are the main suppliers in the game, crafting will play a significant role in the markets. If crafters were non-existent in supplying goods, unlike in themepark games, the markets will ultimately crash and with that so will all player interaction. Player interaction will crash, due to the fact that non-crafters will not to be able to purchase the equipment that is required to participate in adventures such as player vs environment (pve) or even player vs player (pvp).
Finally, In a sandbox MMO the economy is governed by the free market. The laws of supply and demand will reign free; there will be little to no intervention by governments, developers, or even the game itself. Prices will be determined by the players in accordance with the principles of economic law. As a result, the long term longevity of the economy will most likely remain healthy. Also inflation will remain relatively low, so long as the game’s currency of choice is not rapidly inflated. But the lack of a quest system or some form of a primary gold reward system that are rarely seen in sandbox games, it’s unlikely that inflation will become rampant and a threat towards the economic structure. In the end there just as there are many things similarities between sandbox mmos and themepark mmos, there is too a huge difference among them.