deflation

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  • The Anvil of Crom: Recessions, appearance tabs, and PvP for the returning player

    by 
    Jef Reahard
    Jef Reahard
    06.12.2011

    Welcome to the Anvil of Crom, Conan fans. It's been a whirlwind couple of weeks, and all of the announcements, new content, business model changes, and general gameplay shenanigans are only going to generate more Age of Conan discussion as the summer wears on. This week I'd like to take a brief time out to highlight some worthwhile (and ongoing) community discussions. Every so often it's good to take a bit of a break from my rantings and ravings and hand the microphone to you guys, and what better way to do that than by examining a few of the more interesting forum discussions to be found on both the U.S. and EU boards. Without further ado, join me after the cut and add your two copper to the comment section.

  • EVE Evolved: ISK sinks and faucets

    by 
    Brendan Drain
    Brendan Drain
    10.24.2010

    In EVE Online's player-run economy, the flow of ISK is a vital concept. While there are many ways to make ISK in EVE, most of them only move it around from one player to another. When you mine ore and sell it on the market, for example, the mining process doesn't introduce any new ISK to the game. Only a few game mechanics can be called ISK faucets, as the game mechanics actually create ISK from thin air. Similarly, the ISK sink mechanics destroy ISK or remove it from the game in some manner. To the individual player, the difference between something being an ISK faucet or not is largely immaterial. When you sell something on the market for a few million ISK, or get the insurance payout on a lost ship, it doesn't really matter to you where that ISK came from. Where the concept really matters is in discussions on inflation and how the game chooses to reward us in PvE. Are ISK bounties and rewards always a good idea, or could their over-use eventually lead to runaway inflation? In this week's EVE Evolved, I look at the various ways in which ISK flows in and out of EVE Online, and why we should care about inflation.

  • Making/Money: MUDflation IG vs. IRL

    by 
    Alexis Kassan
    Alexis Kassan
    06.13.2008

    We have tackled the subject of mudflation tangentially a few times of late. It seems to have suddenly become the economic buzzword of MMOs. We have all experienced it. We have come to expect, if not accept, it as part of the games we love to play. And though Wikipedia, in its infinite wisdom, has dubbed it an in-game only phenomenon, I posit a different approach to looking at this occurrence. Mudflation is an immediate devaluation of previously owned items due to the gain or release of newly available items. This is not unlike technological advance in that the release of the latest new toy makes all others somewhat obsolete. The differences here are the perceived need for the item, the amount of devaluation, and the time frame in which this occurs.