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:
Bio Break [HTML] [XML] [FULL]
Game Truth [HTML] [XML] [FULL]
Gamers with Jobs [HTML] [XML] [FULL]
Lineage II [HTML] [XML] [FULL]
Lost In The Grind [HTML] [XML] [FULL]
Massively [HTML] [XML] [FULL]
mmocam! [HTML] [XML] [FULL]
Reign of Gaming [HTML] [XML] [FULL]
The Ancient Gaming Noob [HTML] [XML] [FULL]
Tobold [HTML] [XML] [FULL]
Updated this Week:
A Casual Stroll to Modor [HTML] [XML] [FULL]
DDOcast [HTML] [XML] [FULL]
GWJ Conference Call [HTML] [XML] [FULL]
Joystiq MMO [HTML] [XML] [FULL]
MmoQuests.com [HTML] [XML] [FULL]
Morphisat's Blog [HTML] [XML] [FULL]
Raph Koster [HTML] [XML] [FULL]
Sweet Flag [HTML] [XML] [FULL]
Terra Nova [HTML] [XML] [FULL]
The Common Sense Gamer [HTML] [XML] [FULL]
The Instance [HTML] [XML] [FULL]
Welshtroll [HTML] [XML] [FULL]
Zen of Design [HTML] [XML] [FULL]
Updated this Month:
A Green Mushroom [HTML] [XML] [FULL]
Acid for Blood [HTML] [XML] [FULL]
BestLeagueBlogNA [HTML] [XML] [FULL]
Bioware TOR Dev Blog [HTML] [XML] [FULL]
Finding Fiero [HTML] [XML] [FULL]
kfsone's pittance [HTML] [XML] [FULL]
Low Elo [HTML] [XML] [FULL]
MMORPG.COM News [HTML] [XML] [FULL]
No Prisoners, No Mercy [HTML] [XML] [FULL]
Player Versus Developer [HTML] [XML] [FULL]
Split and Defiled [HTML] [XML] [FULL]
Wondrous Inventions [HTML] [XML] [FULL]