I don't use my main ourWorld character, Wylde, very often any longer. This is why:
Each of those '!' is somebody who wants to chat with me. I just can't keep up! Don't worry, I still play ourWorld all the time, I just use less well known characters.
-Adam!!!
A head-cocked-to-the-side view of gaming from a hobby game veteran. Everything from Virtual Worlds to throwing rocks.
Thursday, August 06, 2009
Wednesday, August 05, 2009
Geat Idea, or Greatest Idea?
Plans under way for memorial to gaming icon in Lake Geneva
There are about as many opinions about Gary Gygax as there are numbers in the average bag of D&D dice, but there is little doubt that his influence upon hobby gaming was massive. It can be argued that in regards to gaming, he was the single most influential person, ever. If you narrow that statement down to 'hobby gaming', I don't even think there's an argument.I'd love to see that statue. Of course, there's some concern that it'd come alive to defend treasure hidden somewhere nearby. We'll deal with that issue when the time comes.
-Adam!!!
Labels:
dungeons and dragons,
gary gygax,
lake geneva,
memorial
The Amazing VooDoo Economics of Farmtown
My obsession of the month has been Facebook's Farmtown. I am particularly impressed with the way the Farmtown designers have bent economics to match the goals of the game, leaving real-world economics behind.
Like most virtual world-type games, the value of Farmtown money isn't based on supply and demand. The supply of both money and goods is, of course, limitless, so the prices are arbitrary. The demand has no impact on price, so the goal is to maximize demand (i.e. players) as much as possible by increasing the size of the player-base. Attracting more players is the baseline goal of all games, and Farmtown uses all of the Facebook viral tricks to achieve that goal. In addition, they use a novel approach to employment economics, which, while simple, is new to me.
If you are a Farmtown farmer, these are your costs to grow crops:
Unlike in the real world, instead of the farmer giving the workers a cut of the farms income, the farmer gets paid MORE when using a worker and the worker gets paid by the game, NOT by the farmer. That means the farmer's choices are:
The game simply doles out more money for the cooperative behavior they choose to encourage. Unlike the real world, there's an infinite supply of cash, so this works with no side effects. I've always thought of virtual economies as trying to replicate supply and demand of scarcity based real-world economies, but Farm Town has proved that there are other options, depending on the goals of your game.
* note: I'm totally estimating the % benefits, but the gist remains valid.
-Adam!!!
Like most virtual world-type games, the value of Farmtown money isn't based on supply and demand. The supply of both money and goods is, of course, limitless, so the prices are arbitrary. The demand has no impact on price, so the goal is to maximize demand (i.e. players) as much as possible by increasing the size of the player-base. Attracting more players is the baseline goal of all games, and Farmtown uses all of the Facebook viral tricks to achieve that goal. In addition, they use a novel approach to employment economics, which, while simple, is new to me.
If you are a Farmtown farmer, these are your costs to grow crops:
- Plow
- Buy seeds
- Harvest and sell immediately OR
- Harvest and store, selling at the Market for +10% price*
Unlike in the real world, instead of the farmer giving the workers a cut of the farms income, the farmer gets paid MORE when using a worker and the worker gets paid by the game, NOT by the farmer. That means the farmer's choices are:
- Harvest and sell immediately for the least money OR
- Harvest and store, selling at the Market for +10% price OR
- Hire somebody else to harvest, selling at the Market for +20% price, plus the worker gets 20% value of the harvest. Note: Harvesting becomes a bit of a chore, so you're saving time and effort as well as making more $
The game simply doles out more money for the cooperative behavior they choose to encourage. Unlike the real world, there's an infinite supply of cash, so this works with no side effects. I've always thought of virtual economies as trying to replicate supply and demand of scarcity based real-world economies, but Farm Town has proved that there are other options, depending on the goals of your game.
* note: I'm totally estimating the % benefits, but the gist remains valid.
-Adam!!!
Monday, August 03, 2009
The End of Online
Most online games are played on a computer or video game system. The rise of these systems as a source of entertainment has supplanted TV, toys, sports, and traditional play as the primary source of entertainment for a lot of kids. The conventional wisdom, from the President on down, is that kids need to get off the couch and go play outside. I don't have a problem with that, at all.
My prediction: As being online gets cheaper and easier, smart toys will start appearing that making playing outside as cool or cooler than sitting on the couch. Off the top of my head:
Who wants to sit in from of that stupid screen all day, anyway? It doesn't *do* anything!
-Adam!!!
My prediction: As being online gets cheaper and easier, smart toys will start appearing that making playing outside as cool or cooler than sitting on the couch. Off the top of my head:
- Bats, balls, gloves, and sporting goods we haven't thought of that automatically record your stats and measure your records against your friends, and the world at large.
- Action figures that allow kids to take part in grand adventures, shared by other kids all over the world.
- Geo-cache style park games, played by individuals, small groups, or as part of a larger world-wide campaign.
Who wants to sit in from of that stupid screen all day, anyway? It doesn't *do* anything!
-Adam!!!
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