[MUD-Dev] DGN: MMOG Game Economies
Vincent Archer
archer at frmug.org
Sat Nov 12 21:56:46 CET 2005
According to William Leader:
> Some examples of how things are different:
...
> - Mints - Mints produce currency of all forms, but I would be
> willing to bet that there is no MMO that has the equivalent of a
> Mint. Instead currency is created all over the place by monster
> drops, quest rewards, merchants.
See A Tale in the Desert.
Players had mints there. Anyone could mint coinage. Getting it
accepted was a bit harder, of course, specially given that no player
could force others - they had to convince them. The two most
succesful coinage during ATITD1 were, I think, the TN (backed by a
representative basket of goods) and the whatever that was backed by
crystals (a limited ressource).
The TN was even copied locally in an area (the 7 lakes).
> - Government - The governments often interfere with the economy
> when appropriate. MMO's rarely have governments aside from the
> Developer Dictator who probably has better things to do with
> their Time. This one wipes out a huge chunk of real world
> economics.
See the same.
> - Smart Merchants - Most NPC merchants do not adjust their prices
> to reflect supply and demand. It doesn't matter how many rat
> tails you sell to a merchant the price all ways stays the
> same. Even if the merchant has 10,000 rat tails in his inventory
> the price never goes down.
Ultima Online, I think, had that one. If you sold too much of a
thing to a given NPC, his prices would drop.
Among the differences, you forgot one.
The amount of people that commit suicide (cancel accounts) is
staggering, and there's no inheritance for the departed.
--
Vincent Archer Email: archer at frmug.org
All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
(Woody Allen)
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