Online Game Economies Get Real
In a galaxy not too far away, online gamers may soon scour the job boards for paying posts as Galactic Empire insurgents or anti-Vader moisture farmers
Massive multiplayer online role-playing games boast subscriber populations that rival those of many North American citiesAs a result, game developers are moving beyond simply creating ultrarealistic 3-D worldsThey're also modeling less tangible Earth phenomena such as governance and commerce -- prompting a rise of real economies in imaginary societies
"Traditionally that kind of kill-the-rat, get-your-five-gold-pieces model hasn't changed with most (multiplayer online games)," said LucasArts producer Haden Blackman, referring to the revenue strategy pioneered by the early text-based multi-user domains on which modern MMORPGs are based"One of the things we wanted to do is have a more viable player-run economy from the very outset."
Blackman heads up the LucasArts branch of the team that's working with Sony Online Entertainment to produce the first Star Wars-based MMORPG, Star Wars Galaxies, set to hit shelves in late January
The elaborate handle for these online role-playing games is shortened in various ways throughout the online gaming industry: MMOP, MMO and MMPOG, in addition to the Star Wars Galaxies-styled, MMORPG
Typically, MMORPG gamers move through elaborate environments as digital action figures called avatarsSuccessful adventures yield monetary rewards that can be used to purchase equipment and clothing
The major problem with older MMORPG economies has been their artificialityThe ability to sell to market-oblivious machines and the presence of infinitely durable goods, for example, have led to a variety of economic problems, which Blackman said his team is working hard to minimize