Stephen King once said: “We’ve switched from a culture that was
interested in manufacturing, economics and politics – trying to play a
serious part in the world – to a culture that’s really
True… But I would say that today some spheres of entertainment,
particularly gaming industry, become so realistic that you have all
the chances to learn some real life lessons: in military science,
economics, business, strategy, whatever. Seems like very soon there
won’t be any boundaries between the real and virtual world at all.
If you ever ask me which is the most challenging and complicated task
in the development of the SKIES MMORPG, I would say that it is
Creating real-world economic processes in a virtual computer
world is a task that can be compared with computer realization
of the human’s brain by its complexity. There are too many factors
that impact the world market. Probably, there are no less of them than
neurons in the brain. In the game world, the role of such neurons can
be performed by the players and developers’ task is to provide
ready instruments that will help the players to interact with
Price formation. Supply/demand
We understand that it is impossible to consider all the factors that
impact the prices in real life. That is why we make the emphasis on
the most important ones.
During the long time period economic server collects statistics
about every purchased and produced good. Based on these two curves, at
every time moment, the economics server calculates current “ideal
market price”. This process is running for every game item.
Every time players enter the shop they can get new actual price
for every item. The more item is popular the bigger extra
charge will be applied. The more items are getting dusty on the
shelves, the less their price will be.
By collecting statistics during the long period we minimize
critical impact on economics by a single purchase. But in general,
each production of a good on the factory or its purchase in the
shop will have an impact on the overall price formation.
Automatic management at the plants
This was another complicated task. But the earlier solution
also worked for this task. Automatic manager should decide which
goods should be produced on the factory and which shouldn’t.
But when we developed market price for every good, most
problems were resolved. A plant’s manager could compare
market price with the prime cost and choose the better item
Connection between goods in the game
Most of the elements in the game are connected. Some items could
be parts for the other ones. For example, iron is produced from
the iron ore. And iron itself could be part of armor and weapon.
Thus, increase in price for the material causes increase in the
price for new weapon and armour.
Players who have an aim to develop their business in the conditions
of in-game economics, can set the prices for the goods’ buying
and selling, number of working places and salary.