[MUD-Dev2] [DESIGN] *Starting* Real Currency Based Worlds
cruise
cruise at casual-tempest.net
Mon Sep 18 23:07:02 CEST 2006
Thus spake Nick Koranda...
> Real world currency based MMOG's have always been interesting to me. I
> can understand the concept of adding real currency to the game...i.e. a
> person pays $10 and gets 1000 gold in the game. The user could also
> exchange the gold he/she has made in game for real money.
<snip>
> 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?
One thing to think about when designing the system is in-game
fraud/duping/etc. that can be annoying for players when it's all
"virtual", but would be a complete game killer if they're actually
losing or gaining real-life cash.
Somebody else mentioned Eve as a good example of a working economy. But
they deliberately do not clamp down on scams and cons, since that's the
distopian world they want. Once RMT-based, those players would arguably
become subject to criminal prosecution, which is quite a frightening
prospect.
The issues involved in an RMT-based game are possibly more ethical than
technical, I'd imagine.
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