[MUD-Dev] Economy

Amanda Walker amanda at alfar.com
Wed Dec 12 18:18:04 New Zealand Daylight Time 2001

On 12/12/01 3:10 PM, Travis Casey <efindel at earthlink.net> wrote:

> - Get rid of skills entirely.  Go to a pure class/level system --
> if you want to be a good smith, you have to add levels in the
> "smith" class.  (Note that a class/level system doesn't have to
> have exclusive classes -- you can allow player to have as many
> classes as they want.)

Or do something that may be more interesting over the long term--use
the actual skill of the players.  Let players design items, clothes,
architecture, scenery, etc.  Borrow the old "Wizards/builders" idea
from MUDs, where people earn the right (by demonstrating their
skill) to create publically available content.  I, for example,
would much rather spend game time designing houses or clothing for
people than in wandering around chopping heads off the wildlife...

I think this would have interesting effects on the in-game economy,
gameplay, etc.  It does mean that hosting the content and developing
it end up being different things, but I think that long-lived MUDs
(I'm thinking of LambdaMOO in particular) show that it can work very
well when managed well.

Amanda Walker <amanda at alfar.com>

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