[MUD-Dev] Self-organizing worlds (was: Elder Games)

Koster Koster
Tue Mar 23 14:42:20 CET 1999


> -----Original Message-----
> From: B. Scott Boding [mailto:sboding at fcicom.com]
> Sent: Tuesday, March 23, 1999 10:39 AM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] Self-organizing worlds (was: Elder Games)
> 
> 
> "Koster, Raph" wrote:
> >
> > There's a couple of economics researchers who are working 
> with us here to
> > actually try to pinpoint the differences between human 
> behaviors in virtual
> > economies as opposed to real world economies. Turns out 
> there are some
> > fairly significant differences which make traditional 
> economic models tend
> > to fail. Among these differences is the savings habits of 
> players (eg
> > hoarding). A lot of this went over my head, but apparently 
> the economists
> > feel that even with an accurate economic model (eg one with 
> huge ongoing
> > expenditures) there's enough of a difference in the 
> psychology online that
> > people will not do the same things they do in the real world.
> > 
> > -Raph
> > 
> 
> I'd actually be interested in hearing more about this if you 
> are able/willing to
> share. Especially if this relates at all to the type of 
> expenditures that are
> made required or the general psychology of online players.

Don't have much to share yet. :) They just started research & are


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