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RE: [MUD-Dev] Game Economies
> -----Original Message-----
> From: Matthew Mihaly [mailto:diablo#best,com]
> Sent: Thursday, June 10, 1999 2:29 PM
> To: mud-dev#kanga,nu
> Subject: Re: [MUD-Dev] Game Economies
>
> I think it would be beyond excellent if a mud was ever coded
> with truly
> sophisticated adaptive agents, though I'm not really sure how much I'd
> want this to happen in a for-profit game. Who knows what kind of
> structures they would form. Would they invent central banking
> and options
> trading, or would they come up with entirely new ways of expressing
> economic motives and desires?
The basic lesson I took away from trying to develop economic AI in
shopkeepers in UO was, don't bother. It's a multiplayer game. Spend that
development coming up with systems that support the *player-to-player*
economy, and you'll end up with something isn't a sim--it'll be real.
-Raph
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- Thread context:
- Re: [MUD-Dev] Re: Game Economies, (continued)
- RE: [MUD-Dev] Game Economies,
Koster, Raph rkoster#origin,ea.com, Thu 10 Jun 1999, 23:31 GMT
- RE: [MUD-Dev] Game Economies,
Koster, Raph rkoster#origin,ea.com, Fri 11 Jun 1999, 14:38 GMT
- RE: [MUD-Dev] Game Economies,
Charles Hughes charles.hughes#bigfoot,com, Sat 12 Jun 1999, 02:38 GMT
- Re: [MUD-Dev] Game Economies,
Ling K.L.Lo-94#student,lboro.ac.uk, Sun 13 Jun 1999, 20:12 GMT
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