Zen of Design - How Game Economies Can Fail to Incentivize Fun

by on Nov 13, 2007

<strong>It means "they make boring stuff the best way to get cash."</strong> Well-known blogger and virtual worlds veteran Damion Schubert has an interesting post on his blog about how online games often fail to incentivize fun activities, which indire

It means "they make boring stuff the best way to get cash."

Well-known blogger and virtual worlds veteran Damion Schubert has an interesting post on his blog about how online games often fail to incentivize fun activities, which indirectly contributes to a number of problems including gold buying and farming.

When WoW announced that you could buy a flying epic mount in the Burning Crusades for 5K gold (up from 100g to get your original mount at level 40), a lot of people predicted that WoW’s economy would have some significant problems. But it was the opposite problem that you might expect - it turns out that there wasn’t ENOUGH gold in the system.

The problem is that the primary way for new gold to enter the system in a fun and interesting way was via questing. Once you are level 70, quests can give 10-25 gold on completion of the quest (once you’re 70, experience you would have earned if not maxed out is converted to gold). The problem, of course, is that quests are a finite resource. You run out of them.

Read more at his blog, Zen of Design, and then tell us what you think at the ongoing discussion.


Last Updated: Mar 13, 2016