I didn’t get a chance to respond to everything on my last ‘Dream MMO’ post. But people kept discussing game mechanics for the next week. So I figured “Why not keep this discussion going?”.
So evidently online game economy is a subject that the readers of my site have an opinion on.
Now, I still take the stance that inflation is inevitable, but can be mitigated from the design, although a lot of my readers disagree with that assessment. Or rather, in an ideal situation for an MMO there will be inflation. Because ideally there will always be more players, adventuring away and adding more virtual money to the economy.
One suggestion I saw come up a lot was to remove things from the economy. Which is true, if players are constantly having to replace their gear that would have a net effect of keeping their stockpiles of money down. Since that was the majority suggestion, let’s run with that tonight.
Of course, players get kind of cranky if you take their stuff away. I’m not saying that you should take players toys away on occasion, just that games need to be cautions about how they go about doing it. So here are the ideas I saw suggested last time, plus a few others.
Ways I think would be good to remove items:
Reduced Effectiveness With Use – It doesn’t force the player to ever give up a piece of gear, but it encourages the player to switch out as often as they can, in order to maintain peak effectiveness.
Damage – The equipment has it’s own sent of hit points, that are reduced by use. Eventually the equipment will break. Many games have systems similar to this. The best example I have seen was in the game Arcanum. If an item gets damaged, you could repair it. But instead of going back up to it’s maximum health when you repaired it, the current health and the max health would be averaged. So the more frequently you repaired you equipment, the longer it lasted. But that would make it cost more, and no matter what it will eventually break.
Binding – Once picked up, customized, or equipped, the item becomes locked to it’s owner. WOW made good use of this, as nearly all of the equipment from the first third of the game onward is binding in some way. Guildwars also did a neat job here, by making weapons customizable. You spend extra money on the weapon, to gain a bonus to it’s use, but then no other player can ever use it. They’ve basically found a way to get the players to pay extra for having their equipment bound.
Scavenging – WOW has this as enchanting, Auto Assault had a version of this. Basically you allow the players to turn the items they posses into the raw materials that they use to create new objects. As long as the player crafted items cost more resources to create than they yield when destroyed it shouldn’t be abusable. Especially is you make a separate set of resources that are *only* available from scavenging. If you link this to a damage system for the item, it could be rigged up that the less health the equipment has left, the less salvage it has. Which encourages the players to break their own toys as fast as possible.
Obsolescence – If the player has the best sword in the game, he will never spend money on another. So make a sword that is better than that. This is what every MMO would probably like to do. But there are practical limits to how many new areas, and new equipment the development team can get into the play-space. And they will never be able to make it fast enough to keep up with the ultra-hardcore players. Don’t get me wrong, I like this idea the best, and it’s part of the point of MMO’s. At least it’s part of the justification for the subscription.
One possibility to use obsolescence without breaking the developers backs, is to supplement it with a procedural one up system.
Let’s say that the best sword in the game is the Longsword of Leetness. It’s only available by doing a long and expensive quest, and at first, only the absolute most dedicated players have them. But months pass and more and more players have found the time to complete the quest. Once a certain percentage of end-game players have the sword the game determines that it needs to ‘one-up’ the Longsword of Leetness. So it releases the Battle-axe of Leetness. Which statistically is pretty close to identical to the Longsword in every way. Except that it has a bonus when used against a player who is using the Longsword. When enough players switch to the Battle-axe, it creates a super-powered mace, that has a bonus to take on the first two, and so on. It think a nice money sink could be developed by giving the end-game players a permanent arms race against each other.
So any comments on the ideas I listed? Any other ideas to remove stuff from the players?