You miss the point that every crafter = adventurer in most mmorpg\'s including PS in the future, which kinda makes that paragraph pointless.
Not really. People have different playing styles - one might want to focus on crafting, the other on adventuring. You\'re right in saying that everyone will want a shiny new club and leather armor, although the problem of finite demand still stands. It might be enlarged, but it\'s still finite.
Also, waste means clubs, money, whatever. If anything\'s not used, it\'s waste.
hence there should be a need for money, always something better to buy for everyone, and/or daily expenses.
Struggling for supremacy in a \"closed\" socioeconomic medium is better than struggling in an \"open\" one, because once you\'re at the top, you can\'t keep pushing higher and stay farther ahead. That allows you to concentrate on other things, like role-playing.
Now, getting rich can mean hoarding a lot of clubs or a lot of gold - it\'s still waste. Unlike other items, gold can\'t really be used up (unless you decide to melt it into a suit of armor, but that\'s beside the point), so if it comes out of the NPC economy, there should be a number of ways to throw it back in or remove it from the players\' pockets. Otherwise, if no NPC markets existed, gold would still be a waste product (it would have absolutely no use, although it could be traded around) and something like food, magical reagents, etc. would be best used as standard currency.
Associating every item with a one-shot effect might sound like a good, if wild, idea at first. Sure, if you could eat gold for mana, it would cut down on the number of GPs clinking around in players\' pockets... But that won\'t stop people from wanting to make a profit, and they\'ll still be able to hoard their cash.
players should never use a skill only in order to improve it.
If this rule breaks (like in all games), you\'ll get waste products, because people aren\'t crafting (for example) for the products/money, it means they don\'t need it.
It\'s not just the issue of improving the skill - if players gain an overall profit out of making two swords per second, they\'re going to keep doing it. In most MMORPGs, making a sword is almost always profitable, especially if it can be sold for a profit to an NPC market. Players should be prevented from constantly performing actions that provide a permanent benefit, be it cash, skill points, whatever...
\"Prevention\" can mean a penality or outright limitation. If you have to sacrifice as much as you gain in order to craft a sword, you\'ll think twice before doing it, especially if *you* make a sacrifice as well as your character. Again, in the real world, the reason people don\'t work all the time in real life is that they want to save their time and energy for more exciting things.
Well, sooner or later people become rich, you can\'t escape it, and it\'s not all that bad if it happens after a year or two.
Of course you can escape it! Even my teeny little githzerai economy can escape it. And I see no reason to assume that delaying a crisis is a way to solve it.
Let me give you three examples of economies that work a lot better than the typical pseudo-capitalism we find in most ORPGs: a communist/military economy, a pseudo-parecon and a democratic economy. In the former, most of the economy is invisible; you are told to work in a certain field (build X items of type Y, hunt X monsters of type Y), present the object of your labor to your administrator and get payed in coupons (mostly for perishables like food). Your ranking was based on how much you produced, and the equipment you were issued was based on your ranking: kill a lot of monsters for the month, and you\'ll be offered to trade in your measily cudgel for a fancy mace. However, if you slip up next month, you\'d have to hand over your mace and receive a cudgel again, simply because you\'re not fancy enough anymore. For things like custom equipment, you could requisition it, but you\'d have to pay a lot of labor for it, especially if you asked to own it for several months or a year. In this system, no one owns anything forever; what they own depends on how hard they work, but they can\'t stockpile anything. When you reach the top, you\'re compelled to stay on top by working just as hard... But there\'s no incentive to go further, because \"further\" doesn\'t exist.
A communist/military economy would have no need of money. There would be a bit of bartering, and favors might be traded around, but overall, nothing can be hoarded (not even coupons, unless the game allows you to forge them). If a c/m econ coexisted with a standard one, and the commisars/lieutenants didn\'t bother checking whether anyone was smuggling \"imperialist\" merchantise, the c/m econ would barely suffer a scratch from standard-econ influence.
A pseudo-parecon would work like this: you scribble down what you want to have at the end of every month. This can include furniture, a new house, food, whatever. The total gold value of this is calculated, and this value will be both your \"consumption quotent\" and your \"production quotent\". Namely, if you want to get your hands on a lot of stuff, you\'re going to have to produce just as much, or sell some of the stuff you already own back to the system. If you overproduce, you would either get some of your \"production quotent\" deducted from for the next month, or (more appropriately for an ORPG economy) some political benefit (like an extra vote). If you underproduce, then the \"production quotent\" will rise for next month, and you might end up not receiving some of the things you wanted.
Now, the public is going to be shown a list of how many new food items, houses, etc. are needed. Obviously, there will be too few blacksmiths to make enough swords, and too many potters for the ammount of pots needed. This interesting situation actually *requires* that people shift from one position to another and have a variety of skills, as otherwise, they might end up being useless for the economy.
In a democratic economy, everyone voted how resources would be distributed. The hard currency was votes, and economic power was political power. Crafters are still given a quota, and they have to follow it to the letter, because they\'re not given more materials than they need (presuming that all crafting processes were successful and resource efficiency was the same across the board). Waste would still exist, though it wouldn\'t be as excessive as in a standard economy.
Your point is ??
It would be against role-playing and realism to keep players from learning new skills. Lessons of any sort are actually quite fun when you\'re not herded into a classroom and told to absorb everything your teacher says.
The rule of proper division helps to ensure players relay on each other, and work flow accours.
Labor division would benefit role-playing, provided that the laborers would all be working together in the same workshop. I can\'t see how it provides any advantage to the economy, though, unless you take out the NPC element. Suppose you had no miners, only blacksmiths; suppose you could mine ore from the walls of your workshop, and you could sell your swords for fewer gps (to compensate the cash you had to pay for the ore). Nothing would change... Sure, there would be more blacksmiths in the world, but the same ammount of gold (waste) would be drawn from the magical NPC economy. The cash that used to be divided between a blacksmith and a miner is now divided between two blacksmiths.
I agree that there\'s potential for interaction when you can haggle, but otherwise, there\'s no beneficial effect on either the economy or the players when work is separated into mining and smithing (at least, if an NPC market selling iron ore exists).
There are lots of ways to encourage team play without forcing people into strict roles. Actually, as I pointed out in another thread, if you divide a task into several processes that must be well-synchronized, a single player won\'t be able to carry out these processes efficiently. It doesn\'t matter who runs which process, but people have to work together.
NPC rates help ensure borders in items prices, therefore making sure item prices don\'t drop below a certain value
They also provide \"welfare\" for those who overproduce, as they can give a lot of gold (waste) for a lot of useless items (note, also, that gold waste is lighter and more convenient to carry than item waste). Thanks to this economy, instead of trying to sell his uber sword of doom for an insane price, the average crafter will either mass-produce it and sell it to NPC markets, or (if the costs are too great) avoid making too many and settle for the most profitable thing. Sure, it doesn\'t boost his blacksmithing skill, but who needs blacksmithing skill when gold can buy you anything at the NPC market?
Yes large value difference between items slows down the process instead of eliminating it. than again if you eliminate it, it means you\'ll never get the good items.
There are plenty of better ways to get good items than building up your gold reserve by crafting, fishing or whatever. I can discuss them, if you wish (but it seems this post is already getting too big for its own good).
You know, an economy can stay alive without making it so extremely artificial ...
What would be so artificial about this economy? It\'s probably the most natural one anyone could foresee. Currency, NPC markets, these are artificial...
you are contradicting yourself by saying that we aren\'t playing games to escape into a setting we enjoy but rather enrich our own lives with this experience.
I\'m not. Joy and experience are vastly different (though not incompatible) things. Drugs can give you joy. A book can give you experience. The first is a means of escaping your life; the second is a means of enriching it. A bit of oblivion can help you trudge on through life with the same mental baggage, whereas what you learn from a book can promote and even determine your way of thinking, as well as your way of approaching different situations.
If a game would be exactly the same as real life, nobody would have a reason to play it
I\'ll answer this in the new thread. The title might be \"Is fantasy dead?\" or something like that, as I plan to discuss a variety of issues. Until I finish it, here\'s an exercise for you: Ask yourself why people would play a game that was identical to real life, and show me your answers. The only reason you haven\'t found any yet is that you haven\'t tried to.
I\'ll note here that you made a \"straw man\" fallacy: you took the scenario in which virtual reality is almost identical to real reality. It\'s not. You can\'t feel anything, smell anything or taste anything in the virtual world; you can\'t die in the virtual world (though your character can, if there\'s any permadeath); your reflexes aren\'t the character\'s; few if any of your ideals and beliefs come from the virtual world; you might not care about getting diseased and PKed all the time, because you\'re usually just logging on to chat; etc.
What all this means, among other things, is that you\'ll treat your character as something distinct from yourself. A lot of people I know laughed at their characters\' failures, and grinned whenever he got into trouble. Others enjoyed watching their poor character repeat \"I\'ll never tell you anything!\" while he was being tortured, well though he was suffering tremendously. Even if you want nothing more than pleasure, and aren\'t willing to RP or do anything beyond what the game directly offers, a \"tragic\" world can still satisfy you.