And here I was thinking Shamus was going to provide an interesting alternative, or at least a partial solution, to balancing an in-game economy. But, alas.
Come on, anyone can deduce the facts in this article in ten minutes' worth of loading screen time. The problem I already knew about, so how about the solution?
So let's look at the solutions that have already been tried. STALKER is a good example of a trading system that has many attempts at fixing, but it's still unbalanced. You have a limited carrying capacity, so you can't bring back every pistol you pick off a bandit. The equipment degrades, and the loot you get from enemies is often already half broken - why else did you win from them? - making them worth less. The amount of money people pay you depends on their attitude towards you: A nobody gets paid less than the messiah. You can buy stashes from people, where you may or may not get your money's value. And still, you eventually make enough money to buy everyone in your faction a plane ticket to Hawaii. But they make a good effort.
There's often the problem of overfunding. At one point in a game you have enough money to make a number of investments that, combined, guarantee profit in the end. But how to fix this? Maybe if we added more high-risk investments that make you lose money, but that could easily be avoided. How about an income tax? Nah, no one in their right mind taxes the saviour of humanity.
...Meh, seems like I've got nothing either. I guess it's a lot like the real world: Having a lot of money only makes it easier to get even more money, and apparently, in-game economies are true to that.
Come on, anyone can deduce the facts in this article in ten minutes' worth of loading screen time. The problem I already knew about, so how about the solution?
So let's look at the solutions that have already been tried. STALKER is a good example of a trading system that has many attempts at fixing, but it's still unbalanced. You have a limited carrying capacity, so you can't bring back every pistol you pick off a bandit. The equipment degrades, and the loot you get from enemies is often already half broken - why else did you win from them? - making them worth less. The amount of money people pay you depends on their attitude towards you: A nobody gets paid less than the messiah. You can buy stashes from people, where you may or may not get your money's value. And still, you eventually make enough money to buy everyone in your faction a plane ticket to Hawaii. But they make a good effort.
There's often the problem of overfunding. At one point in a game you have enough money to make a number of investments that, combined, guarantee profit in the end. But how to fix this? Maybe if we added more high-risk investments that make you lose money, but that could easily be avoided. How about an income tax? Nah, no one in their right mind taxes the saviour of humanity.
...Meh, seems like I've got nothing either. I guess it's a lot like the real world: Having a lot of money only makes it easier to get even more money, and apparently, in-game economies are true to that.