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Economic model of the gaming project (within the UCF project)

Androide [8] 2016-01-23 09:24:21
This material was created based on own experience and experience of other people, as well as materials of various publications and works. This article is the subjective opinion of the author and is not the truth of last resort.

Specially within the framework of the project "Union of Creative Forces iCombats.ru".

Economics, according to the modern economic vocabulary, means a set of relations that develop in the system of production, distribution, exchange and consumption. If we draw a parallel between the type of economic systems in the world and the closed space of the game project, we can compare the game with the team type of economy, which is characterized by such characteristics as the lack of freedom of choice and interest among producers, and, accordingly, significant restrictions on the consumer. It is also characteristic of this type of economic system to transfer decisions to the authorities.

For games of this genre, a market system is more suitable. Key characteristics are: free decision of issues by the forces of market participants, the predominance of private property, economic activity is carried out in the interests of owners, free competition, minimal interference of the authorities.
Let’s look at the current economic component of the project. The system is represented by the following factors:
the presence of a state-owned store with irregular and biased deliveries with a rigid determination of prices and the possibility of buying on a fixed price list; - a commission store that charges a percentage for a successful transaction that has no further material embodiment; a repair shop capable of using an unlimited, unsupported amount of resources for a number of services: repair, engraving, improvement, alchemy, removal of stones from things; currency store "Berezka", trading in limited deliveries of unique artifacts and rare things, both for real currency (read - Ekr) and for reputation; - a number of PvE objects (Maze of Chaos, Tower of Elements, etc.) intended for the extraction of raw materials and resources; - a private market of goods and services, held within the framework of the Trading Hall, where transactions are carried out at a relative uncontrolled rate and direction.
As we can see from the list above, the bulk of transactions are limited by the influence of the project administration and subjectivistic. They wanted to make a delivery. They thought it was necessary – they adjusted prices. We decided to remove the commission from the store.

What will happen in the event of a radical transition to the market economy of the game project? 1. There will be a more efficient distribution of available resources in the game due to their redirection within the production of certain goods and services. 2. There will be freedom of choice for entrepreneurs within the framework of the gaming economy.
3. The quality of goods and services will be improved.
4. The company will regulate the market itself or adapt to it. 5. It will be possible to introduce further levers of social relations, for example, politics.

Let's look at possible options for the development and proposals for the transition of the gaming system to the market type of economy.

Privatization. Have you ever thought about the fact that all administrative buildings (public store, repair shop, etc.) can be transferred to private hands to control the parameters of these institutions? For example, the owner of a repair shop can influence the cost of services of this institution. Or, if you like, the possibility of determining additional prizes and the frequency of visits to the Death Tower? How is it? The owner of the "attraction" can only dispose of the internal fund, which is formed from the percentage of contributions of participants in the tournament. It is clear that a monopoly on this type of service is impossible, so it is necessary to create additional levers of influence, for example, to introduce professions of players that duplicate the functions of the main buildings in the game. Privatization can be carried out in various ways: either it will be the issue of shares to the stock exchange with their subsequent redemption (auction or free sale) and receiving interest from operating activities for them, or it is a combat component consisting in winning possession of entities from each other. By the way, for the sake of justice, it is better to transfer the opportunity to become an owner not to individual characters, but to clans. Although ... you can not limit, but only one will be very difficult to resist entire collectives greedy for power.
Professions. Returning to the topic of creating professions that duplicate the functions of buildings in the game. For example, the profession of a blacksmith or simply a Master could well replace the characters with a repair shop. All that remains is to have your anvil and the resources needed to repair it. There can be a huge number of professions in the game, we will highlight several interesting ones:
Repairman. As already said, in its functions, repairing things, engraving. For its work, it is necessary to have an anvil and the minimum of resources that are required to repair a particular thing (for each individual case, a different set). Duplication of some functions of the repair shop.
Gunner. Just building things out of resources. But it's very difficult morally. After all, without finalizing, gunsmiths will leave their favorite city without stocks of necessary uniforms. Jeweler. Here, too, everything is simple - stone preparation, improvement, inlay.
The doctor . I wonder why the doctors in the game do not have any licenses? Would you go to a doctor who has no education? Treatment of injuries should not be carried out by everyone in a row, but by a limited number of people who have chosen this particular profession. Alchemist. An invaluable profession that can give society a large number of potions, potions, navars and other alchemical nonsense. Don't forget the Philosopher's Stone.
Descriptor. The production of scrolls on the knees. Take paper and ink, a little knowledge and magical skills - and the scroll is ready. Trainer. It collects herbs and other plant ingredients.
Shakhtar. It extracts useful resources from the earth, including iron, so necessary for the production of weapons and armor. Mercenary. Intervenes in combat professionally using scrolls of intervention.
Culinar. It is also very interesting here, because someone should make sandwiches, which we all enjoy absorbing. Tattooist. A good idea to increase the modifiers of the game character. A tattoo on the left leg in the form of a tiger gives plus to agility and evasion of attacks, for example. These are the jobs that keep the economy in the game running smoothly, even if all the buildings suddenly close. It would be worth limiting the characters to a maximum of three. But... suddenly a man is so talented... Naturally, professions should have their own level of skill, and the higher this skill, the more interesting things can be created. For example, the peak for the Armory profession would be the creation of artifacts with the maximum declared strength. But to achieve this, you will need to be burned repeatedly on defective things. Only the one who does nothing is wrong, right?
Guilds. For the convenience of controlling professions, it is possible to create Guilds, whose ranks should join ordinary players who want to master a particular skill. The Guild, in turn, issues different levels of Licenses, allowing you to open in the profession more and more high new facets. The Guild is also a kind of antimonopoly body regulating the availability of prices in the market, because collusion and deliberately thought-out price increases for the purpose of enrichment is no longer human.
Politics. It's a very interesting thing that goes hand in hand with the economy. Suffice it to say that, although most of the functions under the market system are transferred to society for torment, certain moments need to be solved "from above." Power is needed because anarchy has not yet led to anything good. The election of the mayor of the city, by the way, is also a very expensive action, mobilizing large resources for its conduct.
Development levels. It's about everything: clans, cities, buildings, skills. This is the long-term development that makes people stay and give their best every day. These aren’t weird, unnecessary accomplishments, it’s not a simple character level or amount of experience. I think that's what we're missing in our project - that people stay longer.
The illusion of choice, which is supposedly given to us in the form of a market economy, reduces the tension in society, allowing us to include the tools of the “invisible hand”, which Adam Smith described in so detail. However, the authority remains the authority and does not allow adjustments to be made above permitted thresholds. But the game would be much more interesting.

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