Player-Generated Economy: Difference between revisions

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{{trope}}
{{trope}}
In multiplayer games, especially [[MMORPG|MMORPGs]], players have the ability to trade items with other players. In a very popular game of this sort, trading is integral part of communication between players. There is a limit on goods' supplies and demands generated, so players evolve a 'standard' for the price of goods. Over time, trading becomes a full section of the game with an economy to it.
In multiplayer games, especially [[MMORPG]]s, players have the ability to trade items with other players. In a very popular game of this sort, trading is integral part of communication between players. There is a limit on goods' supplies and demands generated, so players evolve a 'standard' for the price of goods. Over time, trading becomes a full section of the game with an economy to it.


In one common system for this, there's an in-game currency as well as a second currency that costs real money, which are allowed to float relative to each other; thus the economy serves as a mechanism for [[Bribing Your Way to Victory]] (not [[Real Money Trade]]).
In one common system for this, there's an in-game currency as well as a second currency that costs real money, which are allowed to float relative to each other; thus the economy serves as a mechanism for [[Bribing Your Way to Victory]] (not [[Real Money Trade]]).