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About csbrown28

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  1. I'll pass the blog suggestion on to our community coordinator. As far as announcements were a long way from finished, but I would like to announce the beginning of our project, but I want to be sure to stay within GDnet's rules for stuff like this.
  2. Yeah, that chart is pretty good. As far as MMO economies, believe it or not, I've spent years developing my own. Recently I've been asked to consult on this progect.... https://www.decimated.net/ -Cheers
  3. csbrown28

    Where value comes from in game

    That is fantastic. Thank you.
  4. It's what I would have figured. I was just curious having never submitted work to a game developer if there was some sort of expectation in terms of how these kinds of chart/ diagrams should look. I've recently been asked to consult on the economic aspects for a game and I was looking for any insights I can get. Thanks for following up.
  5. csbrown28

    Where value comes from in game

    While I think aesthetics is an extremely important and sometimes undervalued aspect of value in games, I'd argue that aesthetics, by itself has less to do with aesthetics than does rarity. If everyone starts out a game with a super-awesome ninja unicorn, no matter what it looks like, it will be common and its novelty will wear out quickly. Aesthetics are the best way for a player to visually distinguish him/herself from others. Since the best way to ensure rarity is through difficulty, this, in turn, means that items of higher utility increase in value. Think about this, assuming equal utility, would you go for the sparkling glowing uber sword that everyone has or a one of a kind rusty sword that you earned from defeating the super hard boss dragon? This leads me full circle back to the idea that value in a game is proportional to its utility. In the case of game money, the value is determined simply by some combination of time to acquire and what it can be used to obtain. Aesthetics are one of the many "carrots" that players chase and this, in turn, drives value into the items necessary for players to meet their goals. So..... Factors that increase value: Utility Rarity Athletics As I said above, money's value in-game comes simply from what it can buy modified by its difficulty to obtain...
  6. csbrown28

    Opinions on cryptocurrencies

    No, no one would need to regulate an international standard, just as no one regulates the exchange value of dollars to pounds. The price is set by the markets. International markets exist outside the boundaries of race, religion, and politics. An international crypto standard would go a long way towards creating a stable cryptocurrency. You wouldn't see the kinds of wild fluctuations you see now because of the sheer number of people participating and the size of the exchanges. Smaller nations (especially those that have corruption issues) might choose to adopt crypto as a way to stabilize their economies. It would also give people a gold substitute if they wanted to flee their national dollar because of inflation and other fears. As I said, it's just a thought....I'm not even sure it would work. Truthfully, I don't think Crypto can work at the national level, but I always try to see positives in things, and this was my attempt to see a possible use for crypto.
  7. csbrown28

    Opinions on cryptocurrencies

    Not having intrinsic value does not mean something is worthless. If the key to your car was the only one in existence and it couldn't be copied, even though the key is, by itself worthless, it's value is extrinsic, it is linked to the car. Such is the case with the US dollar. Its value is extrinsic and while how people feel about it definitely affects its value, it's not the only thing that gives it value. That is, people will not ever believe that dollars are worthless as long as the Federal Government can enforce taxes. Saying that dollars are worthless because of how people feel about them is like saying food value is based on how people feel about it. The US government imposes a tax on almost everyone. Taxes can only be paid with the dollar that the US government creates and failure to pay results in punishments ranging from the loss of dollars to imprisonment. Thus, at its root, as long as the government remains in power, the value of the dollar is equal to your desire to avoid punishment for non-payment of taxes. Since we all have to pay taxes and the government has created more dollars than it imposes as a tax, we use the surplus dollars to transact business because dollars meet several of the criteria for "good" money to varying degrees. Fungible, a store of value, unit of account and medium of exchange. A movie ticket is an intrinsically worthless piece of paper, but its value is linked to the expectation of a seat in the theater. A Walmart gift card is an intrinsically worthless piece of plastic, but it has value as long as the units of currency on the card allow a user to obtain merchandise in the store. Intuitively, the value of money and tokens is proportional to what can be obtained with them. IMO, the lack of value and the cause of crypto's volatility stems from the fact that, at its source, it's not a promise for anything. Worse, it takes work and energy to create. So it comes into the world having spent energy but isn't the promise of anything a person needs or wants. Blockchain and Hashgraph are essentially distributed non-centralized consensus engines. That's it. I'm certain there are lot's of potential uses for something like that but so far it's not a good replacement for the money our governments create. I do wonder though if crypto could take a very interesting role in international finance. it could become the standard international money. That is, it wouldn't be the money of any one government, nor would it be widely used in the purchasing of goods and services, rather it could become the money that we trade into and out of when converting currencies on an international level, but that's just a thought. Take that last part with a grain of salt.
  8. I just did a swap for a friend as he got a new high-end video card. I wouldn't take cash so he insisted that I take his old card as payment for installing his new card. I thought about throwing this up on eBay, but I thought I'd try to save us all a little money and see if anyone here is interest first. If you are interested, I'll create a private listing through eBay (no fees) and you can see my seller rating has over 200 sales with 100% satisfaction. Lookin at the listings there is only one under $200, so I'll shoot for $160+ship. Pay Pal only. Comes in original box. Has 1 DVI and 2 Display port connections. Comes with (1) 2-4 pin to 6 pin Molex cable and another connector I don't recognize that fits in a spare card slot. If anyone is serious I'll post some pics.
  9. If you were giving a high-level presentation to people who were unfamiliar with the deep complexities of the system, but still needed to communicate how the system worked, would you recommend a flow chart?
  10. Where might the best place be to ask a question about the following: 1: Understanding the server hardware requirements of a game. 2: Discussing MMO economies.
  11. csbrown28

    Where value comes from in game

    What about a trophy or a decoration that is extremely hard to get? It might not be useful at all in saving time in the game, and to the contrary, it may have taken a lot of time to acquire with little real benefit in terms of time-saving activities, but some people will still find value in it. People will spend time just to differentiate themselves from others... But I think what I defined in the OP covers what you said, right? There are usefulness and uniqueness or some combination of the two. If it took a long time to acquire a useful item then it's probably reasonable to say that its uniqueness is increased. Something like this....?
  12. csbrown28

    Where value comes from in game

    I'm not asking at the individual level, rather at a high level to look at the possibilities. In other words, transportation in a game is useful, even if some people would still rather run. Transportation falls under value realized via an object's usefulness. However, if the object in question is extremely hard to acquire, it could also realize the value in its uniqueness. I gave three examples of what I perceived to be the root of value in an MMO, Uniqueness, Usefulness or novelty (which come to think of it, really overlaps with uniqueness). Can you think of any other root of value in an MMO?
  13. Thanks, jb...I'm just looking for a high-level presentation of flows similar to the diagram above. It's been years since I've done this with games in mind, I was just curious if this is still the best way to diagram flows.
  14. I've been tasked by a decent sized developer, because of my extensive knowledge of economics and gaming, to help map the flow of an in-game economy. I'm curious if anyone has any suggestions having worked on this from the game side, of how to do this. Best examples of tools or process? This is an old flow chart of Ultima online if I remember correctly....Is this how you might approach this. Is there a better way? Any help would be appreciated.
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