Macro Economics of an MMORPG
Alright.... Let's say there is someone working on an MMORPG set in a medieval-fantasy era.... What exactly are the policies that someone can use to regulate the economy, money market, and transfer rate of players? I've been doing a lot of research and most staff that run MMO's don't really care about the economy yet it's really what ruins many online games. I can't tell you the number of MMORPG's that are ruined by hyperinflation or a lack of money in circulation.
I decided to sit down and think about ways people who run MMO's can manage the economy without giving each item a specific price. (This is what ruined Runescape for a lot of people.)
• Raise or lower the price of items at store
Raising the price for certain goods (especially items required for skills or quests) will remove more money from the money market. Lowering the price will provoke more spending for the goods and people will have more money in general terms. If items are 10 coins in the stores and the prices of them are lowered to 9 coins, people will not rush to buy the item but in the long term, people will have more money in circulation.
• Change drops for certain creatures
This changes the rarity of items and changes the amount of money that can be obtained from killing certain creatures. If creatures tend to drop less of an item (especially an already rare item) the price of the item will increase. If an item is a necessity for a quest or skill and it is rare, it will be very expensive. Lowering the rarity will allow people to finish their skill or quest or whatever while spending less money. This will encourage player trading and a more balance of wealth.
• Giving an item a new purpose
Including an item as a requirement to a quest or a skill will increase its price and encourage more trading. If the item is obtainable at a store controlled by the game, it will take money out of the money market and cause disinflation.
• Change the amount of money people start out with in the game
This will add money to the money market.
• Give money away for nothing or in contests
Very little cost that will add to the money that is in circulation. It will encourage spending and a more balanced wealth as it trickles down.
There are also banks in many MMO's where players can store money. Let's also talk about including some kind of method where the player can accumulate interest if they have less than a certain amount of money. They'd be able to change how much money is in the game by increasing or decreasing the rate or the cap for how much money is required.
Yes... I did just type all that up. Ugh... Haha. What kinds of policies do you guys know of or think could be included?
I decided to sit down and think about ways people who run MMO's can manage the economy without giving each item a specific price. (This is what ruined Runescape for a lot of people.)
• Raise or lower the price of items at store
Raising the price for certain goods (especially items required for skills or quests) will remove more money from the money market. Lowering the price will provoke more spending for the goods and people will have more money in general terms. If items are 10 coins in the stores and the prices of them are lowered to 9 coins, people will not rush to buy the item but in the long term, people will have more money in circulation.
• Change drops for certain creatures
This changes the rarity of items and changes the amount of money that can be obtained from killing certain creatures. If creatures tend to drop less of an item (especially an already rare item) the price of the item will increase. If an item is a necessity for a quest or skill and it is rare, it will be very expensive. Lowering the rarity will allow people to finish their skill or quest or whatever while spending less money. This will encourage player trading and a more balance of wealth.
• Giving an item a new purpose
Including an item as a requirement to a quest or a skill will increase its price and encourage more trading. If the item is obtainable at a store controlled by the game, it will take money out of the money market and cause disinflation.
• Change the amount of money people start out with in the game
This will add money to the money market.
• Give money away for nothing or in contests
Very little cost that will add to the money that is in circulation. It will encourage spending and a more balanced wealth as it trickles down.
There are also banks in many MMO's where players can store money. Let's also talk about including some kind of method where the player can accumulate interest if they have less than a certain amount of money. They'd be able to change how much money is in the game by increasing or decreasing the rate or the cap for how much money is required.
Yes... I did just type all that up. Ugh... Haha. What kinds of policies do you guys know of or think could be included?