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]
Bethesda Blog [HTML] [XML] [FULL]
Bioware TOR Dev Blog [HTML] [XML] [FULL]
DDOcast [HTML] [XML] [FULL]
Gamers with Jobs [HTML] [XML] [FULL]
Lineage II [HTML] [XML] [FULL]
mmocam! [HTML] [XML] [FULL]
Reign of Gaming [HTML] [XML] [FULL]
The Instance [HTML] [XML] [FULL]
Tobold [HTML] [XML] [FULL]
Updated this Week:
GWJ Conference Call [HTML] [XML] [FULL]
Heartless Gamer [HTML] [XML] [FULL]
MmoQuests.com [HTML] [XML] [FULL]
Terra Nova [HTML] [XML] [FULL]
Write the Game [HTML] [XML] [FULL]
Zen of Design [HTML] [XML] [FULL]
Updated this Month:
MikeJL Blog [HTML] [XML] [FULL]
Anyway Games [HTML] [XML] [FULL]
Lost Garden [HTML] [XML] [FULL]
MMORPG.COM News [HTML] [XML] [FULL]
No Prisoners, No Mercy [HTML] [XML] [FULL]
Ogrebear's Thoughts [HTML] [XML] [FULL]
The Grouchy Gamer [HTML] [XML] [FULL]
The Old Republic News from Bioware [HTML] [XML] [FULL]
The Ramblings of JoBildo [HTML] [XML] [FULL]
Wolfshead Online [HTML] [XML] [FULL]