Gaming Massively

Tuesday, September 16, 2008

Game Econ, more

You may remember I posted a bit back about a series Massively was doing on a theoretical game economy. Well, now part two of that series is up, and I'm afraid they've lost me completely now. I think the key idea of this whole thought experiment is that it's a closed loop system - there is a set amount of stuff in the world, and no more is getting in. It may change form (the copper in your level one copper shield might become a decorative copper insignia in your level one zillion sword of epic killing spree). And I'm honestly down with this idea. I just don't like the magical way stuff disappears and reappears - I would prefer the NPCs to be part of a fully functioning economy.

But I've said that already - on to part two, where the whole concept is built around a server's 'age', i.e. as the game is played the number of people at any given level will change, and the monsters and loot should react accordingly. Here again I feel that rather the game should be able to sustain those low level areas independent of characters. This may be because I'm such a fan of huge worlds. I would much prefer the AI does crazy stuff with massive numbers of NPCs to keep stuff interesting, than phasing them out in favor of higher level hordes once everyone is levelled up. Among other things, it interferes with the suspension of disbelief, if the village simply disappears.

As an aside, does anyone know why gaming companies aren't having massive AI battles for players to wander into? It's probably some sort of server load thing, isn't it. Argh! For better computers!!

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