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Creating balanced virtual economies : World of Warcraft General Discussions

Posted: February 3rd, 2009, 6:30 pm
 
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(!empty($user->lang['IMAGE'])) ? $user->lang['IMAGE'] : ucwords(strtolower(str_replace('_', ' ', 'IMAGE'))) Creating balanced virtual economies
Filed under: World of Warcraft, EVE Online, Economy, Game mechanics, MMO industry, Crafting, Opinion, Ultima Online
(!empty($user->lang['IMAGE'])) ? $user->lang['IMAGE'] : ucwords(strtolower(str_replace('_', ' ', 'IMAGE')))Game designer Soren Johnson has written an opinion piece titled "Game Economics", essentially his analysis of the sticky problem of creating a balanced game economy, which is of course integral to massively multiplayer online games. Johnson has worked as a designer and programmer on titles like Civilization 3, Civilization 4, and Spore, and his "Game Economics" originally appeared in Game Developer Magazine.

Johnson writes, "Game design and economics have a spotty history. Designing a fun and functional economy is no easy task as many design assumptions tend to backfire when they come into contact with the player." He discusses a few MMO economies in light of this issue. He mentions the early game economy issues with Ultima Online, and how things have since progressed to the auction houses of World of Warcraft, and even how CCP Games hired an economist to analyze the economy of EVE Online. The bulk of his article isn't necessarily MMO-centric, but no less interesting a read.

[Via GameSetWatch]

Creating balanced virtual economies originally appeared on Massively on Sun, 01 Feb 2009 10:00:00 EST. Please see our terms for use of feeds.

 

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Author: James Egan
Category: craftingeconomyeve-onlinegame-developer-magazinegame-mechanicsmmo-industryopinionsoren-johnsonultima-onlineworld-of-warcraft
Publish Date: Sun, 01 Feb 2009 10:00:00 EST
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