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[MUD-Dev] A little essay on economic efficiency
I got the urge to slightly formalize something which came up talking to
Zack Simpson about his GDC talk on the economics of UO. It occurs to me
from time to time that the standard goals for real-world economic
institutions (high efficiency) don't necessarily apply to MUDs, where
inefficiency can lead to more player interaction.
I'd have just posted it here, but it really wants graphics, so check it
out, and let me know what yout think:
http://www.barriodevo.org/ORPG-Econ/GainsIntermediation1.html
------------------------------
Timothy O'Neill Dang / Cretog8
520-321-4015
One monkey don't stop no show.
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- Thread context:
- Re: [MUD-Dev] Historical perspective (was: dealing with foul language), (continued)
- Re: [MUD-Dev] Same-Sex Marriage (was: Trouble Makers or Regular Citizens),
Ananda Dawnsinger ananda@greyrealms.com, Mon 10 Apr 2000, 08:48 GMT
- Re: [MUD-Dev] Same-Sex Marriage,
John Hopson jwh9@acpub.duke.edu, Mon 10 Apr 2000, 06:50 GMT
- [MUD-Dev] A little essay on economic efficiency,
Timothy Dang tdang@U.Arizona.EDU, Sun 09 Apr 2000, 14:13 GMT
- [MUD-Dev] Article on Proxes,
Christopher Allen ChristopherA@skotos.net, Sat 08 Apr 2000, 15:03 GMT
- [MUD-Dev] dealing with foul language,
Matthew Mihaly the_logos@achaea.mudservices.com, Fri 07 Apr 2000, 20:37 GMT
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