Balance in MMO Economies?
February 9, 2008 11:48 AM
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Game Design: In an MMO, how do you build an economy that will 'balance' itself? Obviously, having solid inputs and outputs are one thing, and balancing those inputs with the demand for the item, but what other things need to be taken into account?
I can't seem to find anything that's *written* on economy design in an MMO game, but I know that it's always been a big issue and has caused the downfall of a few -- E&B to name one. So as I start to experiment with code in this genere, I'd like to try to get this right the first time. ;)
I suppose this is true for any artificial economy, and I don't know much about the microeconomics that are necessary to write all the business logic.
posted by SpecialK to computers & internet (23 comments total)
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posted by dobie at 11:57 AM on February 9, 2008