MMORPG Economies Explored in Depth
Obscure Economist writes "The Social Science Research Network (SSRN, http://www.ssrn.com) has just posted a free download of "On Virtual Economies," a new broad-focused study of the market for MMORPGs. Think of it as a less descriptive, but more predictive, follow-up to my paper on the EverQuest economy of last spring. The link, for those interested:
http://papers.ssrn.com/sol3/papers.cfm?abstract_id =338500. Comments and criticism appreciated. Edward Castronova, Associate Professor of Economics, Cal State Fullerton"
there is this /. article. that showcases someone's ideas about how to unbalance a game with exploits in the economy.
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"First things first -- but not necessarily in that order"
-- The Doctor, "Doctor
a lot of times, a while after the game has come out, there's a huge discount to get a lot of new players into the game. I remember seeing asheron's call about 6-8 months ago for 10 bucks plus 2 months free subscription...at a cost of 10 bucks a month..
so you end up with a net surplus of 10 dollars in your wallet for those 2 months.
it's a pretty decent deal if you like those games.
Your last sentence is laughable. It's a countless hour thrill in a 4+ year world where everything is just beyond your grasp. That is Everquest.
Finally, math books without any of that base 6 crap in them.
But, inflation gives an advantage to those who are intelligent enough to not allow money to sit at zero growth. If I get $50,000, it may lose value over the next 60 years, but the land I buy with it, will gain value.