[MUD-Dev] Economic Growth (Was: [STORY] Story and population size)

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Thu Dec 13 16:14:51 New Zealand Daylight Time 2001

> -----Original Message-----
> From: Matt Mihaly [mailto:the_logos at achaea.com]
>>> -----Original Message-----
>>> From: Daniel.Harman at barclayscapital.com

>>> The next evolution in economies will require server based
>>> categorisation and valuation of all items. We need the npcs to
>>> compete in the economy on the same terms as the players, for
>>> this to work, they need to know supply+demand+value.

>> Wow, I thoroughly disagree. The next evolution in economies will
>> involve getting the NPCs out of the loop, as they just distort
>> it.

> I agree 100%. The AI and economic modeling doesn't exist that
> wouldn't distort the player economy if the NPCs have any impact.

I disagree, we have perfect information at our fingertips. Economic
error is all about incorrect information and people reacting upon it
(just look at the recession the US is needlessly inflicting on
itself right now).

As Travis mentions, the whole point of the npc economy is for them
to distort things. If they don't whats the point in having them
partake in the economy. They'd be like the granny's we all read
about in economics who keep cash under their mattress and break
economies ;) Disortion is good, wholesale destruction of the economy
would be bad, but I still believe feedback loops can be engineered
to prevent this.

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