Wednesday, September 7, 2011

A small update.

I'm going to write more about the subject, but I'd like to just touch on it here first.

Mechanically speaking, items are replaceable stat enhancements, sometimes with a visual component. They have been used two ways in MMOs. Sandbox games utilize them for economy, themepark games utilize them for progression. Now, in a theme park game, if you give incentives for selling high-end loot, you're in actually, encouraging people to sell progression. There will be two future updates about two aspects of these concepts. The first deals with items in general, and what function they have. The second update will be about the social and psychological effects of the concept of selling progression. I look forward to writing them.

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