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	  <title>Ask MetaFilter questions tagged with gameeconomy</title>
      <link>http://ask.metafilter.com/tags/gameeconomy</link>
      <description>Questions tagged with 'gameeconomy' at Ask MetaFilter.</description>
	  <pubDate>Sat, 09 Feb 2008 11:48:33 -0800</pubDate> <lastBuildDate>Sat, 09 Feb 2008 11:48:33 -0800</lastBuildDate>

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	<title>Balance in MMO Economies?</title>
	<link>http://ask.metafilter.com/83223/Balance%2Din%2DMMO%2DEconomies</link>	
	<description>Game Design: In an MMO, how do you build an economy that will &apos;balance&apos; 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&apos;t seem to find anything that&apos;s *written* on economy design in an MMO game, but I know that it&apos;s always been a big issue and has caused the downfall of a few -- E&amp;amp;B to name one. So as I start to experiment with code in this genere, I&apos;d like to try to get this right the first time. ;) &lt;br&gt;
&lt;br&gt;
I suppose this is true for any artificial economy, and I don&apos;t know much about the microeconomics that are necessary to write all the business logic.</description>
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	<pubDate>Sat, 09 Feb 2008 11:48:33 -0800</pubDate>
	<category>computergame</category>
	<category>economics</category>
	<category>game</category>
	<category>gameeconomy</category>
	<category>mmo</category>
	<category>mmorpg</category>
	<dc:creator>SpecialK</dc:creator>
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