conservation-of-mass

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  • Making/Money: Conservation of Mass - Part 3

    by 
    Alexis Kassan
    Alexis Kassan
    09.26.2008

    Once more with feeling! Welcome to the third and final (planned) installment of our series on closed-resource economies in MMOs. So far, we've laid the foundation of the system and discussed how starting out, leveling up, and gaining loot could work. Today we will be exploring how crafting professions could still be possible even when the law of Conservation of Mass applies and how banking might function. There's been a lot covered so far so if you haven't already, i recommend reading the first two posts. But since I know that gets into the TLDR length, here's a very quick recap. In order to maintain a constant level of stuff in the game, new items could only generate once old items leave the game. Money would function in the same way, except that it would flow from NPCs to monsters (meaning any monies collected by NPCs would spawn as loot) in order to recirculate. There would need to be additional gold sinks (some of which we will get to in just a minute) and limits on the number of characters per server. Each server would then "age" as the average level of characters on it increased.

  • Making/Money: Conservation of Mass - Part 2

    by 
    Alexis Kassan
    Alexis Kassan
    09.14.2008

    Welcome back for Part 2 in our series on closed-resource economies in MMOs. Last week we discussed how starting out in this *completely hypothetical* system might work, what some of the basic rules of operation might be, and what it would take to keep money available to players. Today, we continue on our chosen path to talk about how loot and gear could be distributed so that raiding, quests, and all the other content we enjoy would still be available even through endgame. First, a quick recap of the groundwork we already laid out. Rule #1: Server character limits. Yes, this would create the need for more servers in the game. But it would also enable the developers to determine a starting point for the goods, resources and money available at server start. Rule #2: Items and money must leave the game in order to come back in as loot or gathered materials. That means that they must be consumed in some way, either by being dropped and deleted, or by being given to an NPC. Consumed items could return as they had left the game, as the resources used in their creation, or as another item entirely. Rule #3: More gold sinks. In order to keep the loot flowing, there would need to be additional, enticing or mandatory ways for the gold to leave the game. An example might be to have service-oriented NPCs, such as the Work Orders in Lord of the Rings Online or the Saw Mill in RuneScape. Mounts or housing are always popular ways to get money back from players to NPCs as well. Still with me so far? Excellent. On we go!

  • Making/Money: Conservation of Mass - Part 1

    by 
    Alexis Kassan
    Alexis Kassan
    09.07.2008

    This is the first in a series of articles theorizing on what a virtual economic system that had a finite number of resources might be like. I would like to impress upon you that everything expressed here is hypothetical. As far as I am aware at this time, there are no games currently being made with a system like this. Also, this is only one potential way that it could be done. There have been several discussions amongst friends and fellow bloggers lately of what the economy of game with no ability to spontaneously create items might be like. Specifically, what if all of the resources, loot, and money in the game was there at the start and no more could be generated during gameplay than had been removed? In short, what if the law of Conservation of Mass was obeyed in a MMORPG? Let's be clear about this - we're not talking about each character starting out with a set amount of gear or money that they would then have to use throughout their lifespan. This would be a server-wide amount of stuff. All players would have access to it provided that it was available. Once an item was "destroyed", either by dropping it or by selling it to an NPC, another item could become available.