[MUD-Dev] DGN: MMOG Game Economies

Jaycen Rigger jaycen.rigger at sbcglobal.net
Thu Nov 24 13:30:19 New Zealand Daylight Time 2005

William Leader <leader at k2wrpg.org> wrote:

> This isn't exactly true, You do have to spend some money to make
> money. Food, magic supplies, armor wax, There will still need to
> be some ways for money to exit the system.

Services.  The key to fighting mud-flation is to reward spending
gold with "ambience" (or stat/skill bump, or information access, or
messaging system) instead of junk.  You're actually helping to solve
two problems since junk accumulates as much as gold.

Players need to be able to choose whether or not they participate,
but participation should be very attractive.  You want them hooked
on what you're selling so make sure the price of participation is
kept primarily out of the players hands.

A game mechanic (system/program/what-have-you) should remove that
gold and handle the transaction.  This keeps things "fair" for
everyone who participates and forces players to attempt manipulation
of that system on your own terms.
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