[MUD-Dev] Blog about GDC implies changes to MMORPG population

ghovs ghovs at plex.nl
Thu Jun 2 13:01:36 CEST 2005


Jaycen Rigger wrote:

> The resource drain doesn't have to be taxes, though.  It could
> conceivably be anything that offers a return in exchange for
> players voluntarily removing resources from the game.  I find it
> funny that this kind of system makes something most of us consider
> onerous to be desirable (from the player perspective) in the game
> setting.

There exists in Everquest a tribute system, where people can trade
in certain items for certain benefits which last a limited time. It
only works for tradable items, thus ensuring that its use depletes
the huge surplus of goods available for trade. It also helps
tradeskillers, in a sense, since their mass produce which is made in
the process of gaining more skill can also be dispensed in this
system, which is a little better than producing a large quantity of
goods no-one wants and being left with no other option than to just
destroy it all.

I wouldn't be surprised if a similar system existed in many other
MUDs, great and small. The concept of sacrificing valuables to one's
god in exchange for a blessing is hardly innovative.


rgds,
Peter de Freitas
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