economics


Added some code for Proposals and Votes and for the Trade system. Also loosely added the concept of a ’service’ for the trade window. Haven’t thought up all the specifics regarding Context generation and all, but basically a service would work similar to WoW’s enchanting in trades. Only the target is typically the other player, possibly an item of theirs, and possibly an auxillary point of information. Services could be anything from buff enchants to armor repairs to transportation to item crafting. Some services are ‘hard binding’… basically you place them up there with a target/context, and if both parties hit accept the service is automatically triggered, assuring that the servicing party makes good on their deal. Soft binding services are ones where the player has to do something manually, typically over time. Soft bindings create ‘contracts’ (viewable on a contracts tab of inventory, have no mass), which detail the contract. Possible types of contract:

  • Employ - Effect transfers money per time unit from servicee to servicer, useful for things like guide me to here, taxi service, henchmen.
  • Split - Half now, half on completion. Useful for fetching quests, mob deals, etc.
  • Contract - Pay full on completion. Typically requires trust or power inbalance between parties

These would be tabs/radio buttons for trades in addition to normal ‘trade’. They would still likely include a servicee trade for each ‘payment’ (Employ gives this much per X, gold, arrows, whatever; Split would have two panes for now and later). Both parties would gain a contract on acceptance of the contract.

On opening of a concurrent contract, there will be possibly option buttons: “Conclude” and “Break”. Conclude would be an option for the servicee to say that they rendered the service and to finish payment or that they’re done paying the person via Employ. Break would be an option for both parties, typically when unhappy with the contract. Payment is not rendered on a break. The initiator of the break however gets an +1 to their ‘broken contracts’ which is visible to all as a percentage of honoured/broken and as totals.

Through a little careful flexible coding, I think services, proposals, and deeds (debts, land ownership, etc) can make a healthy political/economic game.

Apprenticeship and the socio-economic ramifications of any related game mechanics have been the forefront of my thoughts lately. Some visibility:

  • Some rite of passage grants someone a Master Craftsman status (also vote). The craft guilds could be handled as factions, with one ranking ladder.
  • Each Master can take on a number of Apprentices. The Apprentices take care of doing low-level sub components, gathering, and anything else menial. There is an exclusivity arrangement with the Master (the Master will likely fire the Apprentice if he goes and sells his sub components on the auction without the Master’s permission).
  • In exchange, Apprentices gain a mentoring bonus to their craft progression and ability that makes them want to stay with the Master.
  • Eventually, they begin to be able to make simple sellable finished items. After a specific level, Apprentices may raise to Journeymen. Journeymen traditionally are day-labourers, and are payed for their services by their masters, and may travel working under different masters to round out their training. I’m not exactly sure how to work in either concept if feasible [making money for services / employment] and [going from Master to Master], but I think they are worth exploring. Especially if you have some sort of ’stamp’-like system where certain advancements (for example getting a Master skill level, or getting certain skill trees purchased) require some sort of quest/trial/service/apprenticeship to complete under a different or number of different masters to be able to go forward. This is not unlike the ‘pyramid inversion’ of specialism in knowledge I was discussing with skills.
  • When a Journeyman is of the Master ability level and meets the requirements of journeying and apprenticing times and certificates, they may attempt to make a “Masterpiece”. This is a huge endeavour, perhaps one that must be completed entirely (all sub components) by the crafter, and one that takes a considerable amount of time and toil. It should be not something we make easy enough that ‘everyone’ can get it. Only the truly craft-dedicated can approach this.
  • I have toyed with the idea of patenting a Masterpiece with the Master’s own choice of naming or their name on it, and perhaps some graphical customization above the normal (and possibly being able to submit their own image for approval). I’ve also toyed with the idea of them gaining a bonus to the future creation of that Masterpiece (as replicas) for clients, a bonus large enough that they would become famous for making that item.
  • When a Journeyman has completed their Masterpiece, they must approach the guild that they wish to join and show it as a resume of their skills. The Guild Masters must vote on the addition of another Master
  • On a successful vote, the Journeyman is now a Guild Master and can vote on Guild decisions and partake in all of guild politics.
  • Grand Mastery is still a possibility (more vote weight, status)