General > Off Topic
Mmog with the goal to survive
Numsgil:
As long as your game system is closed - that is, you're not creating any new items only changing existing raw materials, I think you'd have a fairly consistant player driven economy.
PurpleYouko:
I twould be closed in as much as when you have used up all the available resources from one area then they are gone for ever.
It wouldn't be closed so much with regard to renewable resources like fields of corn or apple trees that can be regularly harvested.
There would also need to be some kind of mint that would release enough tokens of money for everyone to use. This would be one of the few parts of the game that would have to remain in the GM's hands I think.
One idea that I had is for players to spend their real money to buy game money in order to pay for usage of the game. That way you get free play forever if you want to live alone. You just earn a bit of money with what you make yourself. But people who want a quick fix would have to pay for it with their real cash.
Game money would also be consistently siphoned out of the system by GM owned shops. They still have to play by the rules but their profits won't be plowed back into the game.
Obviously as more players join in, there needs to be more total money in the game so a system of money in (from finding natural resources or discovering a new dungeon with some goodies in) versus money out (into GM owned shops) has to be there to balance out the steady removal of money.
GM owned shops can also be inteligently controlled by the GMs to bypass the system to some degree. For example we could inject a few interesting items into the game from time to time. Not huge amounts of them. just a few now and then. These would become so rare that they would likely go up in value significantly to traders.
Numsgil:
If your system is capable, player created currencies are possible.
In the early days of currency, and even in to modern times when official currency is scarce, all sorts of different small time currencies existed.
The root of currency is in the "IOU one ton of fruit" token to facilitate trade. People who were trustworthy and actually fulfilled their IOUs became like banks, and the IOUs they issued were as "good as gold".
As currencies became more accepted, the tokens themselves tended to become intrinsically worth less and less. Gold was first used because of its low weight and volume to worth ratio. In modern times we use paper and even electronic tallies, things that carry no intrinsic value.
I think it would be cool if you didn't provide players and currency. Strictly use barter in the beginning. And barter for things people need at that. See if the society is robust enough to come up with its own currency.
PurpleYouko:
That might be a cool idea.
Elite:
How about having an 'item design' tool, so creatively inclined players can create new items to to/help with tasks. I would like the idea of designing your own dwelling too. Maybe ways of shaping the landscape too?
I like the idea of having the game based on some underlying physics and being as open-ended as possible.
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