How to design a game economy
Posted by Psychochild's Blog [HTML][XML][PERM][FULL] on 9 December 2012, 7:14 pm
Okay, I made a big deal about the economy of Guild Wars 2 and how I did not view it as a fun system supporting to the game. Given that there was a lot of discussion about this, and that I'm an MMO designer, I figured I should post something detailing what should go into the design of an MMO economy. What are the goals of economic design? What are the important factors? What should be avoided?

Post copyright Brian 'Psychochild' Green. Visit the post to participate in the comments:

How to design a game economy




· Older Entries >>

Show: [ALL] [NEWS] [BLOGS] [PODCASTS]

Updated Today:
A Green Mushroom [HTML] [XML] [FULL]
DDOcast [HTML] [XML] [FULL]
mmocam! [HTML] [XML] [FULL]
Tobold [HTML] [XML] [FULL]
Write the Game [HTML] [XML] [FULL]
Updated this Week:
Bethesda Blog [HTML] [XML] [FULL]
Gamers with Jobs [HTML] [XML] [FULL]
Lineage II [HTML] [XML] [FULL]
MmoQuests.com [HTML] [XML] [FULL]
MMORPG.COM News [HTML] [XML] [FULL]
No Prisoners, No Mercy [HTML] [XML] [FULL]
Ogrebear's Thoughts [HTML] [XML] [FULL]
Reign of Gaming [HTML] [XML] [FULL]
World of Warcast [HTML] [XML] [FULL]
Zen of Design [HTML] [XML] [FULL]
Updated this Month:
1UP [HTML] [XML] [FULL]
Bioware TOR Dev Blog [HTML] [XML] [FULL]
Blue Kae [HTML] [XML] [FULL]
Citizen Azeroth [HTML] [XML] [FULL]
GWJ Conference Call [HTML] [XML] [FULL]
Heartless Gamer [HTML] [XML] [FULL]
Moorgard.com [HTML] [XML] [FULL]
Morphisat's Blog [HTML] [XML] [FULL]
Mystic Worlds [HTML] [XML] [FULL]
Raph Koster [HTML] [XML] [FULL]
The Instance [HTML] [XML] [FULL]
Welshtroll [HTML] [XML] [FULL]