This is just a small update based on a
reasonable analysis I recently did. I considered N.P.C. stores as a Business
and applied Management's concepts Mission and Vision to it. This
analysis is helpful to understand how NPC shops follow a logic unlike any logic
found in real life trades.
Showing posts with label Gaming Economics. Show all posts
Showing posts with label Gaming Economics. Show all posts
16 February 2013
13 February 2013
NPC Pricing - Mistakes with NPC Stores
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(hypothetical conversation between a Game designer and me)
-NPCs should sell several kinds of things right? I mean the more things they sell the more likely are Players to spend Gold. If they buy from NPCs, I have designed a good Gold Sink. - Asks a game developer concerned about Gold Sinks(hypothetical conversation between a Game designer and me)
-Yes, NPC shops can be a wonderful Gold Sink. But defining what the Shop should sells is a complex matter. The truth is: what they sell depends on how you want players to experience Shopping and what Reinforcements they should get - I reply
-Could you be a bit more specific? - Asks the developer a bit unsatisfied
-Well, whatever a NPC Shop sells is the Reinforcer in the end of a Token Economy Chain and Gold is the Token. So, in order to not break the token economy, shops always need to have something a player wants. Shops just make players want to earn and spend Gold.
-I think I heard about something like this before... - Ponders the game developer
-Yeah, like in real world you need some sort of degree in Planned Obsolescence to make a viable business. In other words, you need to keep the buying behavior reinforced.
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10 February 2013
09 February 2013
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