I was reading an article on 17 rules for a sustainable economy http://ukiahcommunityblog.wordpress.com/contact/wendell-berrys-17-rules-for-a-sustainable-economy/ and it got me thinking about how granular people expect a game to get in terms of its economy and crafting systems.
I would like to develop a game that focuses on the idea of Mendo Island with a potential multiplayer component (dunno, we'll see).
What do you feel the strengths and weaknesses of games that focus purely on microeconomics are? I would like to focus on medieval level agriculture with distribution and tool creation and work my way up from there around a fully survival based game (you don't eat, you die).
Has anyone seen a healthy balance between "second job" tedium and fulfilling achievement?
Edited by Ark3typ3, 23 November 2013 - 09:08 PM.