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<H1>Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</LI>
<LI><em>From</em>: Adam Wiggins <<A HREF="mailto:adam#angel,com">adam#angel,com</A>></LI>
<LI><em>Date</em>: Tue, 23 Mar 1999 16:05:01 -0800 (PST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Tue, 23 Mar 1999, Robert Green wrote:
> "Koster, Raph" wrote:
> > There's a couple of economics researchers who are working with us here to
> > actually try to pinpoint the differences between human behaviors in virtual
> > economies as opposed to real world economies. Turns out there are some
> > fairly significant differences which make traditional economic models tend
> > to fail. Among these differences is the savings habits of players (eg
> > hoarding). A lot of this went over my head, but apparently the economists
>
> Immediately in my mind comes my own personal habits -- I can see where it
> would be much more easy to apply the sorts of self discipline to an
> character in ways we ourselves would be too self-indulgant to stick to ...
> certainly I find it a lot more difficult to put aside a proper amount in
> savings in real life, where my "actual" standard of living is affected ...
> I doubt many MUDs have any sort of in-game parallel to these kinds of
> psychological factors.
Or, in a nutshell - there are few luxuries to be purchased in most fantasy
worlds.
One doesn't have to look much further than one's own life to see this in
action. For example, I go out almost every day to a nice lunch. It
makes a good break in the work day. I usually eat a $6 - $10 entree and
drink two or three Guiness. On average that's $8 + ($4 per pint * 2.5) plus
tip, or about $20 per day just for that one meal. Five days a week
times four weeks in a month makes it $400 a month I'm spending *just* on
lunch.
Most of my mud characters "feast" on pipeweed bread and barrels of water
taken from a public fountain. (The one exception being when I ran with
the Tarsis Shriners, a clan on Arctic MUD who ate only Tarsis smoked hams.
I was willing to pay a price premium for the hams in the name of clan pride.)
Obviously there's quite a difference there. I'm sure one could think of many
examples beyond just food - clothing, entertainment, and even simple personal
comfort (running the heater at night).
Sometimes these sorts of elements exist - for example, being able to pay
a sum of money to personalize an object name ("Bob's longsword of death"),
or to purchase a house/guildhall. But generally they are few and far
between, rather than a daily event like a nice lunch or a movie or running
your heater.
Adam W.
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<li><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>
<ul compact><li><em>From:</em> Matthew Mihaly <sarapis#achaea,com></li></ul>
<li><strong><A NAME="00692" HREF="msg00692.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>
<ul compact><li><em>From:</em> Robert Green <mooncrow#lava,net></li></ul>
<li><strong><A NAME="00688" HREF="msg00688.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>
<ul compact><li><em>From:</em> Christopher Allen <gmfangs#asmrb,org></li></ul>
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<LI><STRONG><A NAME="00684" HREF="msg00684.html">[MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></STRONG>
<UL><LI><EM>From:</EM> Robert Green <mooncrow#lava,net></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Self-organizing worlds (was: Elder Games)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00678" HREF="msg00678.html">Re: [MUD-Dev] Self-organizing worlds (was: Elder Games)</A></strong>,
Nicholas Lee <a href="mailto:N.J.Lee#statslab,cam.ac.uk">N.J.Lee#statslab,cam.ac.uk</a>, Tue 23 Mar 1999, 17:59 GMT
</LI>
</ul>
<LI><strong><A NAME="00676" HREF="msg00676.html">RE: [MUD-Dev] Self-organizing worlds (was: Elder Games)</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 23 Mar 1999, 15:57 GMT
<UL>
<LI><strong><A NAME="00679" HREF="msg00679.html">Re: [MUD-Dev] Self-organizing worlds (was: Elder Games)</A></strong>,
B. Scott Boding <a href="mailto:sboding#fcicom,com">sboding#fcicom,com</a>, Tue 23 Mar 1999, 17:59 GMT
<UL>
<LI><strong><A NAME="00684" HREF="msg00684.html">[MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>,
Robert Green <a href="mailto:mooncrow#lava,net">mooncrow#lava,net</a>, Tue 23 Mar 1999, 23:08 GMT
<UL>
<LI><strong><A NAME="00686" HREF="msg00686.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 24 Mar 1999, 00:05 GMT
<UL>
<LI><strong><A NAME="00688" HREF="msg00688.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>,
Christopher Allen <a href="mailto:gmfangs#asmrb,org">gmfangs#asmrb,org</a>, Wed 24 Mar 1999, 02:08 GMT
</LI>
<LI><strong><A NAME="00692" HREF="msg00692.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>,
Robert Green <a href="mailto:mooncrow#lava,net">mooncrow#lava,net</a>, Wed 24 Mar 1999, 03:01 GMT
<UL>
<LI><strong><A NAME="00694" HREF="msg00694.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizingworlds)</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Wed 24 Mar 1999, 04:43 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev] Re: online economy behavior (was: Self-organizing worlds)</A></strong>,
Matthew Mihaly <a href="mailto:sarapis#achaea,com">sarapis#achaea,com</a>, Wed 24 Mar 1999, 03:01 GMT
</LI>
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