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<H1>RE: [MUD-Dev] Game Economies</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Game Economies</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 10 Jun 1999 18:24:04 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>


&gt; -----Original Message-----
&gt; From: Matthew Mihaly [<A  HREF="mailto:diablo#best,com">mailto:diablo#best,com</A>]
&gt; Sent: Thursday, June 10, 1999 2:29 PM
&gt; To: mud-dev#kanga,nu
&gt; Subject: Re: [MUD-Dev] Game Economies
&gt; 
&gt; I think it would be beyond excellent if a mud was ever coded 
&gt; with truly
&gt; sophisticated adaptive agents, though I'm not really sure how much I'd
&gt; want this to happen in a for-profit game. Who knows what kind of
&gt; structures they would form. Would they invent central banking 
&gt; and options
&gt; trading, or would they come up with entirely new ways of expressing
&gt; economic motives and desires?

The basic lesson I took away from trying to develop economic AI in
shopkeepers in UO was, don't bother. It's a multiplayer game. Spend that
development coming up with systems that support the *player-to-player*
economy, and you'll end up with something isn't a sim--it'll be real.

-Raph


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MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>


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<li><strong><A NAME="00738" HREF="msg00738.html">Re: [MUD-Dev] Game Economies</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#varesearch,com&gt;</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] Re: Game Economies</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00786" HREF="msg00786.html">Re: [MUD-Dev] Re: Game Economies</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 12 Jun 1999, 01:09 GMT
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<LI><strong><A NAME="00767" HREF="msg00767.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Shane King <a href="mailto:thandor#donut,dhis.org">thandor#donut,dhis.org</a>, Fri 11 Jun 1999, 19:26 GMT
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<LI><strong><A NAME="00743" HREF="msg00743.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 11 Jun 1999, 04:49 GMT
<UL>
<LI><strong><A NAME="00751" HREF="msg00751.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Fri 11 Jun 1999, 15:24 GMT
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<LI><strong><A NAME="00723" HREF="msg00723.html">RE: [MUD-Dev] Game Economies</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 10 Jun 1999, 23:31 GMT
<UL>
<LI><strong><A NAME="00738" HREF="msg00738.html">Re: [MUD-Dev] Game Economies</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Fri 11 Jun 1999, 03:17 GMT
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<LI><strong><A NAME="00749" HREF="msg00749.html">RE: [MUD-Dev] Game Economies</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 11 Jun 1999, 14:38 GMT
</LI>
<LI><strong><A NAME="00788" HREF="msg00788.html">RE: [MUD-Dev] Game Economies</A></strong>, 
Charles Hughes <a href="mailto:charles.hughes#bigfoot,com">charles.hughes#bigfoot,com</a>, Sat 12 Jun 1999, 02:38 GMT
</LI>
<LI><strong><A NAME="00799" HREF="msg00799.html">Re: [MUD-Dev] Game Economies</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sun 13 Jun 1999, 20:12 GMT
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</UL></BLOCKQUOTE>

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