in-game-banking

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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.