Why do economic models in computer games suck?
May 31, 2007 3:46 AM
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Why do the economic models in computer games always suck?
I want to see markets responding to supply and demand, shortages, depressions, slumps, black markets to start growing when taxation gets too high or corruption is endemic...
The only time things like depressions / slumps happen is by scripted events, not the natural outcome of a model. (eg. Civ IV Rhyse mod)
In so many games I've played, eventually you pass the point at which money is an issue, your bank balance gets to 9999, and money doesn't matter anymore.
Or everything is based on some kind of utopian socialist economy in which the little farmers and miners work for free, and all the money goes into the player's treasury. (games like Civ City and other building / resource games come to mind here)
Is it that an accurate model would take too much computer power? That designers feel it is an unnecessary distraction from the main game focus?
Any links to relevant articles / sites would be much appreciated, as well as your own thoughts / opinions as to why more interesting / deep economic models are non-existent in modern computer games. Or refutations / counterexamples, if you have any.
Thanks in advance for any insight you can share.
posted by Meatbomb to computers & internet (28 comments total)
4 users marked this as a favorite
Those are all the emergent phenomena of millions of individual decisions made in a marketplace. Yes, that is far too much for a computer game to simulate.
posted by hoverboards don't work on water at 4:10 AM on May 31, 2007