[MUD-Dev] DGN: MMOG Game Economies

Vincent Archer archer at frmug.org
Sun Nov 13 09:56:46 New Zealand Daylight Time 2005

According to William Leader:

> Some examples of how things are different:


>  - Mints - Mints produce currency of all forms, but I would be
>  willing to bet that there is no MMO that has the equivalent of a
>  Mint. Instead currency is created all over the place by monster
>  drops, quest rewards, merchants.

See A Tale in the Desert.

Players had mints there. Anyone could mint coinage. Getting it
accepted was a bit harder, of course, specially given that no player
could force others - they had to convince them. The two most
succesful coinage during ATITD1 were, I think, the TN (backed by a
representative basket of goods) and the whatever that was backed by
crystals (a limited ressource).

The TN was even copied locally in an area (the 7 lakes).

>  - Government - The governments often interfere with the economy
>  when appropriate. MMO's rarely have governments aside from the
>  Developer Dictator who probably has better things to do with
>  their Time. This one wipes out a huge chunk of real world
>  economics.

See the same.

>  - Smart Merchants - Most NPC merchants do not adjust their prices
>  to reflect supply and demand. It doesn't matter how many rat
>  tails you sell to a merchant the price all ways stays the
>  same. Even if the merchant has 10,000 rat tails in his inventory
>  the price never goes down.

Ultima Online, I think, had that one. If you sold too much of a
thing to a given NPC, his prices would drop.

Among the differences, you forgot one.

The amount of people that commit suicide (cancel accounts) is
staggering, and there's no inheritance for the departed.

	Vincent Archer			Email:	archer at frmug.org

All men are mortal.  Socrates was mortal.  Therefore, all men are Socrates.
							(Woody Allen)
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