Player-Generated Economy: Difference between revisions

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== [[MMORPGs]] ==
* ''[[RunescapeRuneScape]]'''s economy developed since traders asking what they were buying and selling in banks; the game developers created the Grand Exchange that acts as a marketplace for more automated buying and selling. Item prices used to be set to a certain percent above or below the average price, with the average fluctuating depending on buying rates.
** Now, with the return of Free Trade, prices can be set freely, with the Grand Exchange automatically imputting the average price as "market price". ''Runescape'' is fairly unique in being a "real life" economy with inflation and deflation having a great effect on trading; many fan sites even watch the market with charts for estimations of profit.
* For a while in ''[[Diablo II]]'', multiplayer servers were frequent to item duplication, making in-game gold worthless and duplicated rare items (especially the Stone of Jordan) forming the main unit of currency. In closed servers, item duplication is illegal, so trade is better-regulated, though open servers are not.
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{{reflist}}
[[Category:Videogame Culture]]
[[Category:Player-Generated Economy{{PAGENAME}}]]