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If you can't restrict the supply then why don't games focus on the demand side of the economic equation?

There are several ways to reduce the demand for RMT services. For starters, devalue the currency to the point where there is no need to "farm" gold or items in order to accomplish in-game tasks. Make in game money so easy to obtain that there is no need Runescape Gold to buy it from anyone, or reduce the need for in-game currency so that buying it would constitute overkill.

In order to address scarcity in a game's economy, an item should require more than just currency in order to obtain it. Faction, honor points, and no-trade tokens are examples of how games can restrict the purchase of items without using high currency costs as an economic inhibitor. (Thus creating the market for RMT) If the "currency" is something earned by player accomplishment then it would become much more difficult for players to "buy their way into the endgame".

One example of rewarding player accomplishment is the "loot token" system commonly used in World of Warcraft.

Whether you require a "Tier 4 Helm" token or "X Badges of Justice" or some other measurement of player accomplishment, it is far more difficult (if not impossible) to buy and sell this type of "currency" in a RMT environment.