One of the things I find fascinating about a massively multiplayer online roleplaying game is the concept of the in-game "economy." In World of Warcraft, cash and items enter into the game economy in the following ways (most of this article should hold true for other games as well): You loot items and money from the bodies of the monsters and opponents you kill. You sell the items you loot to vendors for cash. You buy items from vendors for cash. You trade items with other characters, or buy and sell items from and to other characters. You buy and sell items via the auction house. You use components via your trade skills to create useful items, then use them or sell or trade them. You buy services, such as training, from non-player characters. You buy services, such View the rest of this article
Saturday, September 15, 2007
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