[MUD-Dev] Simpson's "In-Game Economics of UO"

Raph Koster rkoster at austin.rr.com
Thu Apr 27 22:46:59 CEST 2000


> -----Original Message-----
> From: mud-dev-admin at kanga.nu [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Sellers, Michael
> Sent: Thursday, April 27, 2000 4:57 PM
> To: 'mud-dev at kanga.nu'
> Subject: RE: [MUD-Dev] Simpson's "In-Game Economics of UO"
>
>
> Raph wrote:
> > > -----Original Message-----
> > > From: mud-dev-admin at kanga.nu
> > [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> > > Charles Hughes
> > > Sent: Thursday, April 27, 2000 2:19 PM
> > > To: mud-dev at kanga.nu
> > > Subject: Re: [MUD-Dev] Simpson's "In-Game Economics of UO"
> > >
> > > a mule could crank out many breastplates in a year,
> > > but the more breastplates available, the lower the price that could be
> > > charged.
> >
> > Players hate this and report it as a bug.

> If the game were more of an economic one than a "kill monster get loot"
one,
> their expectations could be set differently (see for example the old game
> MULE).

As a total MULE addict, I can say with a fairly high degree of confidence
that it was hard as the dickens to LOSE money in regular play. It's a game
about who makes more, and going bankrupt just doesn't happen.

-Raph




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