[MUD-Dev2] [DESIGN] *Starting* Real Currency Based Worlds

ghovs at plex.nl ghovs at plex.nl
Sun Sep 17 17:32:16 CEST 2006


Nick Koranda wrote:
> This is where I am puzzled.  Does the creator of the world have to 
> "populate" the world with enough real-world currency to pay out any 
> resources or gold that can be gathered or produced?  So the example 
> would require that the user add $1 of real world money for the trees 
> to be backed by real world currency?  If true, then starting a world 
> would require that the creator add a lot of money for a large world.  
> The other alternative is to have users pay to play some amount...and 
> given that amount, release an equivalent amount resources into the 
> world.  I dont think that would work based on what I have read on a 
> closed loop resource system.  The resources would quickly run dry with 
> hording.
>
> So what are the ideas for starting a real world currency world so that 
> the economy would sustain itself and even make the creators money as 
> well as give the opportunity for users to make money too?
You don't need to have a stash of gold to cover every single item. Most 
players will first pay a lump of money to go out and try  stuff, and by 
the time their in-game currency is depleted, they'll either pay again or 
go play something else. It's uncommon to put in money, instantly make 
more, and demand a withdrawal.

The biggest hurdle is, or at least should be, a system of attrition of 
resources, such as item decay, wear and  tear, expendables like ammo or 
tradeskill components, which definitely would deplete a complete 
newbie's cash quickly. A new player rarely makes perfect choices for 
efficiency.

I imagine there is some money put aside just in case, but it's 
definitely not enough to cover an instant harvest of all items in the 
world, at maximum efficiency. That simply isn't a realistic scenario, 
but I couldn't quite say how much would be prudent. It depends a lot on 
the size of your game at launch, and the nitty gritty details of the 
game itself.





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