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[MUD-Dev] Re:(fwd) Re: Multiple currencies
____________________Reply Separator____________________
Subject: [MUD-Dev] Re:(fwd) Re: Multiple currencies
Author: J C Lawrence <claw#under,engr.sgi.com>
Date: 6/5/98 5:57 PM
>On Wed, 3 Jun 1998 18:00:13 -0500
>Michael Willey<Michael.Willey#abnamro,com> wrote:
>>That seems to create the illusion of a 'real' economy, which
>> for our purposes is as good as having the real thing.
>It is not actually a player currency -- there are no values created,
>maintained, and manipulated by players. Instead the system maintains >and
manipulates token values, and allows players to intercept some of >those
machinations. This is a faucet->drain economy where tokens >magically
appear at in-game production sites, wander thru various >mechanisms in the
game world, and then magically disappear later in >some token-consumer.
Which is of course how nearly all "economies" in >current MUDs work.
Absolutely true. Our goal never has been to simulate a complete and closed
world in any aspect, but to run a game. This system does simulate some of
the interactions of different currency, but the underlying model isn't
significantly different from other muds.
>Contrast the use of special heads in Habitat. Heads actually formed >a
player-based and valued currency whose manipulation was entirely >within
the closed system of the game. They were competed for, >highly values,
trade, status, and display items, very much like the >Egg, but with the
caveat that there was only one Egg and there were >many heads. Similarly
for Legend's "strings", or the guild hall >bolt-ons that Lambert recently
referenced. Those are real currencies, >and exist outside of any notion of
script, coinage, or mechanical >models enforced in the game world by the
Imps. Instead they are >player constructed and valued constructs whose
value exists in the >significance the players attach to them, and not in
the in-game >mechanical model that supports them.
I certainly appreciate the difference here. These examples create a closed
and perpetual world - a stage and a few props that encourage players to
invent their own game. The currency here is just a prop. What it is isn't
as important as what it represents, and that idea of what it represents is
created by your players.
Here's a question: What collective feature of these examples engages the
player imagination and inspires this status game? I could just as easily
see an attempt at creating a player currency flop spectacularly. What does
it take for a simple perpetual prop to become a player currency, and how
can we incorporate these ideas into our own MUDs?
- Thread context:
- [MUD-Dev] Re: Administrative Meddling, (continued)
- [MUD-Dev] Re:(fwd) Re: Multiple currencies,
Michael.Willey Michael.Willey#abnamro,com, Wed 03 Jun 1998, 22:01 GMT
- <Possible follow-up(s)>
- [MUD-Dev] Re:(fwd) Re: Multiple currencies,
Michael.Willey Michael.Willey#abnamro,com, Fri 05 Jun 1998, 21:19 GMT
- [MUD-Dev] Re:(fwd) Re: Multiple currencies,
Richard Woolcock KaVir#dial,pipex.com, Fri 05 Jun 1998, 22:18 GMT
- [MUD-Dev] Re:(fwd) Re: Multiple currencies,
Mike Sellers mike#bignetwork,com, Sat 06 Jun 1998, 03:29 GMT
- [MUD-Dev] Re:(fwd) Re: Multiple currencies,
J C Lawrence claw#under,engr.sgi.com, Tue 09 Jun 1998, 21:12 GMT
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