Free Money works well
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 21 October 2013, 8:00 am
Earlier when I'd claimed that free money doesn't work so well. There is one factor that I'd overlooked: how much people care.

I could farm money spiders and dungeons endlessly for more and more gold. Therefore the gold sinks are ineffective; they only remove a finite amount of gold from a potentially infinite supply.

Would I farm money spiders endlessly? If I cared enough, yes. Maybe I really like having a fancy house or shiny armor. Or many houses. So I'll farm more.

However, another player, and I'm guessing most players, won't care as much about the virtual goodies. A basic house and transportation is 99% as useful as a half-dozen decorated homes and several dozen rare mounts. I think we can also assume that a player who is less interested in the extra stuff will be less interested in the game in general. The net result is that they'll buy less and farm less. The gold sinks and farming grow proportionally with their interest in the game.

We can therefore imagine that there is a balance between gold sinks and sources. If we can figure out how they grow relative to each other, then we can design them to grow proportionally. A player who is barely interested will farm little and spend little. A player who is extremely interested will farm a lot and spend a lot. For all reasonable amounts of time spent playing it is possible to achieve a balance between income and spending.

Of course there will always be some players who play a great deal more. They'll burn through gold sinks and amass mountains of gold. They'll break the system. They'll also be a minority. Perhaps a vocal one, given their level of investment, but they will inevitably break any system designed for reasonable amounts of play time, and therefore can be ignored, in a single-player game.

In my earlier post I suggested that a multi-player environment, and the resulting economy, would reduce the gold problem. Certainly the economy has some beneficial effect. However it also means that the typical players for whom the system works are exposed to the super-players who have broken it. While individual amounts of gold will usually match interest, in aggregate it can be ruined by players who have much more interest, and time, and therefore can flood the economy with gold. This ruins the balance and distorts the behavior of less interested players as well.

In summary, fixed gold sinks in a single-player game will work well for the vast majority of players. In a multi-player setting, those few players for whom it does not work will tend to break the system. Therefore multi-player games need something beside fixed sinks, perhaps even something stronger than transaction sinks.



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