Yes haha i was cutting corners with the usage behind real life currency.
And indeed money is a merchandise of its own.
If money should or should not be a part of the game...
( just in general about this topic Pro-money vs Anti-Money )
I'd say it really depends on the direction of what the game is about. RW looks to be more about creative building and exploration right now.
However If it wants to lean towards the goal of players creating a civilization or a multiplayer survival with bartering then the broad sense of money is inevitable
i think most are over-thinking the idea behind money in game.
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I'll try to explain why i see money being part of the game as best as i can but English isnt my first language either so please bare with me folks .
I look at it from a survival gameplay perspective. << very important to get into the reasoning here.
Looking at RW from this mindset;
Lets imagine the game further down the line with a much more balanced rarity, time and effort for gathering resources (not at all as easy as how the game currently is) from this point of view is how i explain.
It would be a very awesome and utopic civilization, a world without money where we give eachother what we need and not care about whats more or whats less.
A world where we emphasize the need of our fellow neighbours above our own. A world where effort and time spent on whatever it is your giving away doesnt matter.
It would be cool, but we still remain humans, even in games.
We all have some level of conciousness when it comes to values, even if its not a value put on materialistic things, we still think about if something is worth the time or effort before we give it away or exchange it for something else. When we do exchange, we still think about trying to match or calculate the loss/gain.
When we are trading we are transfering different goods that hold their own value. So we cant trade 1 stone for 1 gold ingot because from a survival gameplay perspective it just doesnt make any sense.
Thats when you start to measure a value and by doing so it gets complicated or even just not possible when you dont have anything that cant match the value of what you want. This is where currency jumps in.
Any resource with the highest value will almost always become your universally accepted barter- token/currency/money (in this context its all the same)
Take minecraft for example (havent played in ages but back in my days.... ) emeralds was what people bartered with if they didnt have what the other person wanted due to its value (time & effort needed to obtain)
That is the broad sense of money that i mean is inevitable when bartering becomes a common activity.
programatically having a currency makes an npc bartering system as easy as baterring with somebody that just wants to get rid of something or doesnt know what to ask for in return.-
give them some money for the value they think something is worth and thats it.
get rid of anything in exchange for money and thats it. The level of convenience is just a must-have even in the context of RW.
I think that was a long answer to a few questions in the OP such as;
1) What a money system could make possible which is currently not possible in RW or at least easier which is currently hard?
3) Does an economy necessarily implies a separate, abstract, money system? would be barter not enough? Again, not in general, but in the RW context.
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Not yet ready for Supply & Demand
For now the game is still very much unbalanced. just farming alone takes only a few in game days, no seasons,no vegitation health requirements no anything. So theres no absolute need to trade something, we all have everything very easily. Its only new players that need something.
Once the game increases depth of farming, mining, crafting and even the very act of staying alive (hunger, thirst etc..) it would introduce a level of dificulty that would drive up a supply-demand chain. bartering would be greatly incentivised but as much as bartering activity rises it will naturally introduce money on its own.
I think it would be just a matter of a convenience necessity
Economy
2) Does a money system necessarily implies an economy?
I dont think it does. I think its more of an exchange tool and a measure of value as its foundation but if wanted it could go deeper..
One could do something close into the direction of one.
And it doesnt even have to be server admins who makes such policies/currencies.
I'll take our server for example, @YakMe a.k.a RedTon has made a community project of a settlement out and away from the servers own public settlement.
He made it with several other players who help him out building on their own little plot within this settlement completely managed and runned by RedTon himself. and its a dang good job
He isnt an admin and no special abilities or rights has been given to him but he is just like everybody else free to build and do what he like on their own plot of land. RedTon as the owner of his plot can run his own settlement under his own policies, currency, little government etc... as long as its within his own plot and of course doesnt break the overruling rules (which are already in the best interst of the main gameplay of the server in general)
A small scale economy between two or more settlements might grow each generating their own production of goods and services (their own little economy).
in this sense yes theres room for diversity. ( on our server at least)
Too soon
Its mostly too soon for the game to be judged on the posibilities of money. especially not fair to compare with others.
other games could be used as an inspiration tho. Thats what RW needs. its more ideas and picking out one that fits into its identity.
Everything is possible. lol well... almost