24 June, 2007
I’ll keep this short and sweet: Assume you are developing a game with a focus on economic gameplay. Describe what you think are the most important aspects to make economics the focus.
Some thoughts after the jump.
I’ve touched briefly on this topic before in previous post: Fun (via Economics) and Non-Combat PvP where I discuss economic competition is one form of competition between players.
In my opinion, the most important thing is to make sure that all aspects of your economy are meaningful. If you have some part of your economy that is rendered unimportant by some aspect of the game, then that is useless content. A classic example from combat-centric games is crafted equipment. Dropped equipment from big monsters is usually so much better than crafted equipment, and that makes crafted equipment useless (eventually). Of course, if crafted equipment is superior to dropped equipment, then you get people complaining about how useless raiding is. Or, worse, you have everyone making a crafting character in order to make the best equipment in the game. It’s hard to strike a balance.
So, focus on gameplay that is more reliant on economics. Discuss: what is important to consider for the design?