Elzair
Cipher
- Joined
- Apr 7, 2009
- Messages
- 2,254
Here is an article about the economies of RPG gameworlds by Shamus Young. In it, he discusses the reasons behind all the silly ingame economies of modern RPGs and the impossibility (or at least infeasibility) of fixing them while keeping the games fun. Here is the meat of the article.
Since broken economies are a favorite topic among the denizens of the Codex, do any of the game designers in the audience have any ideas about how to solve this dilemma?
But if the player can loot foes, if the foes drop worthwhile items, if shopkeepers pay fair prices, and the shopkeepers have enough money, then the player will end up a tycoon about a half hour into the game. The problem all traces back to the conceit we all take for granted: Players can take on wave after wave of willing enemies. Never in history has there been a gunfighter or a swordfighter that regularly and single-handedly killed batches of foes with impunity. If there was, people would have stopped fighting them.
When the gameworld generates foes, it's also generating gear for those foes, thus poofing into existence a huge haul of valuables for the player to obtain. No economy can remain stable if a single person can supply an endless stream of valuable goods from thin air. The player becomes a loot-generating machine. They are like the replicator machines in Star Trek, except they can't stop producing stuff. (Unless they stop playing the game.)
There is no way to patch this economic perversion to have it make sense.
Since broken economies are a favorite topic among the denizens of the Codex, do any of the game designers in the audience have any ideas about how to solve this dilemma?