Quote:Original post by abstractimmersion First of all, I intended this as a design excercise ("riff on that for awhile"). I don't actually have any plans to make an MMORPG whatsoever. I'm not trying to think of a gimmick, or a get rich quick scheme. And since it's an intellectual excercise, I wasn't immediately concerned about legal repercussions, I mean it's obvious that there might be some problems, although not necessarily insurmountable problems. |
I must say I'm pretty in line with this idea. It's quite interesting.
Quote:Original post by abstractimmersion But instead of outlawing RL money exchange for ingame services or items, or just looking the other way, how might one put it ingame?
Say a player could do farmwork or fish enough to play to make up for the monthly charge, or even make 10-20 bucks a week. Meanwhile, he's training another character to be an adventurer. Then he gets a few guys together and starts robbing wheat shipments. Of course, then, he's got to find a buyer.
You'd have to make fishing and farming hard enough that your economy wouldn't be flooded, but you'd give people a reason to actually play as a fisher or farmer. I mean, they aren't goign to make a living from it, (unless they live in China) but you'd have more dedicated craftsmen and producers.
I guess no one wants to play in this sandbox, though. |
I'm not sure. My friends playing Ultima Online spent countless hours at mining and crafting swords. I found it pretty pointless to propose a game in which you could do a repetitive task like that but it actually worked.
I believe that having players produce goods could be a definite plus but a sort of automatic economy (just as in actual games) is needed.
The elder scrolls III: Morrowind had a very interesting system for that. By using a skill (alchemy) and equipment you could brew potions. At the beginning of the game, homemade potions are weak, usually not worth carrying, but extremely cheap. After half of the game (I was using a class which had a very slow alchemy improvement) my potions were not only cheaper, but also far more powerful than NPC's ones. There's a parallel between NPC an PC economics.
It would be extremely funny for a game to hve opportunities like that. Say Blomur needs to go in the dragon lair. He knows he'll need a potion of "resistance from hell on earth (fire)". Checking out the NPC's he can buy a ton of this, cluttering up its backpack and spending X golds. Instead, he decides to go find Linma, an elf (PG) mage rumored to roam in the woods. A third, player is in charge to kill Blomur so it makes a excessively powerful poison potion and labels it (note
this is the cool) as "resistance from hell on earth (fire)". Then he finds Linma who (which?) is really tired of having PG searching for him/her and accepts cooperating with the killer for some escorting services to The Bad, Dark and Dangerous Forest.
Do you see Blomur, in the critical battle with the dragon, drinking a potion and dying? LOL, I think it would be funny - not to mention that when revived, Blomur would know at least that the potion didn't work...
Now, the problem is that no one is likely to play Linma in today's games (or not)? Is this where the 'real value' shall come in play?