[MUD-Dev] Crafting/Creation systems
Brandon J. Van Every
vanevery at 3DProgrammer.com
Sun Aug 4 05:23:39 CEST 2002
Ron Gabbard wrote:
> Why is it that two players playing the same game can spend the
> same amount of time repetitively hitting a set of buttons yet one
> player is rewarded with a positive in-game cash flow while the
> second is penalized with a negative in-game cash flow?
Because the inputs and outputs are not the same.
> The first player sells bug parts, bones, and other items with no
> conceivable use to the NPC vendor at a profit while the second
> player sells brand new functional items to an NPC vendor for less
> than the raw material cost to make them.
If the players cared only about market value, they'd abandon the
latter course. If the market was a free market instead of a MUD
administrator controlled market, then the market would undergo
corrections. But the whims of MUD admins aren't a free market so
the prices stay out of balance. If players take this sucker bet,
they're doing it for reasons other than making profit. Like, they
might be bad/inexperienced traders, or maybe they get inherent
satisfaction out of making the conversions. Maybe the conversion
animation is spiffy. Maybe they're mindless, semi-autistic dolts.
Maybe they are still thrilled with anything they can do in a
computer game. Why do people play solitaire? It's totally
pointless to play most forms of solitaire, there's no skill
involved.
> [EQ] There is little more real risk to doing a dungeon crawl than
> there is in sitting under a tree making doilies... but a heck of a
> lot more reward.
Solitaire with a reward curve sounds like a game design achievement
to me.
> Am I missing some fundamental principle in MUDdom that says that
> crafting must be unprofitable in a fixed-price, NPC-driven
> world... especially when that profit made on a sale to an NPC
> would become virtually worthless as the economy inflated over
> time?
Yes, you are missing the fundamental principle that other people's
ideas suck and yours don't.
Cheers, www.3DProgrammer.com
Brandon Van Every Seattle, WA
20% of the world is real.
80% is gobbledygook we make up inside our own heads.
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