Lithose
Buzzfeed Editor
Everything breaks down, but a lot of markets are notdrivensolely by the need to replace obsolete or non-useful materials. Which is the point of the post. Durable goods markets are highly profitable because of their generational component (Which you agree with) and which MMO's already have (Which I said, as quoted below, it's just abstracted in games). The post is then aboutWHYpeople buy new and shiny...and how to simulate that in an online economy. And because markets of durable goods functionbeyondgenerational drives, there is most certainly a comparison to make, because thus far, that simulation is sorely lacking in MMO's (While again, generational systems are not.)....Hence the whole point of the post.That doesn't fix anything with the economy and trading, it just moves it 3 months down the road. It does however make itemization and item -> character identity a lot stronger. You can't useanyreal-world example as an equivalent becauseeverythingeventually breaks down. Your clothing example is just terrible, since they do eventually fall apart, and if they are tossed away in preference for something new and shiny, they are destroyed or passed off for charity until they do fall apart. Anything involving technology and obsolescence is also irrelevant because there are no limits to those. There are limits to what items are capable of.
As for the clothes "being terrible" comparison. Clothing is largely replaced based off trends (In certain income brackets) not due to breakage/durability issues. Which means, most of the time, you don't replace clothes because they have holes but you replace it because you bought a new shirt. Then that "old" shirt typically is sent to a secondary market, either charitable or resale. The "break down" of clothes, when they do happen,doesn'tsolelypush this economy. Which is what I was saying. You saying "it DOES, eventually, break down!" doesn't mean anything, it's not even pertinent to point.
The pointwasn'tthat there isnota durability or generational aspect in real world economies, there is and I actually say this (Below)--the point is real world economies haveMOREthan that--and MMO's economiesdon'tsimulate that additional depth. Instead only generational (+good) or obsolesce/durability (Binding) are simulated--and that's because actual characters, builds and itemization have no depth, so the market naturally becomes shallow/narrow as the demand for any breadth to items isn't there due to that.
You mean, like I said?From your initial paragraph you've stated a lot of false assumptions. Real economies that work with durable goods only do so because the population expands.
Some of this demand is generational in nature (+gooder or literally younger people needing stuff)but some isn't.
Which I then went on to say, this.
In an MMO you can simulate thisANDgenerational demand (Generational demand would be a strictly superior items), rather than just generational demand (Which is what D3 does now).
Notice the "and" in there? I stated, very clearly, that real economies handle durable goods through generational demandand...Generational demand means new people entering the economy, creating a market through durable goods purchases, combined with technological obsolescence, or replacement (For more efficiency or other factors). MMO's simulate this with the +gooder system, but rather than putting more people into the economy, they focus on more on the obsolescence--so they create more discreet generational supplies.
The whole point of the post is that a huge factorin additionto generational demand (+good) ismissingin online economies. And that factor can be simulated through broader interactions, creating more diverse markets. Again, I actually posted the words you using to say "I was wrong"--I'm not sure if you just didn't read? Or what.
Yes, without stuff falling apart, there will be a glut of them. Good thing this problem is already addressed in the simulation of generational demand in games, which is what the whole +gooder system is built around. No item has to leave the economy if it's forced into irrelevance by the introduction of new items which replace it.You can not make any comparisons at all to anything in the real world because even if they take a thousand years to fall apart, they still fall apart, so there will be some demand. There is absolutely no demand for the 40th percentile of something when the top 20% is enough to supply the entire available population. Eventually the top 1% of all possible items in any game where items do not leave the economy will be in greater supply than the entirety of the population, even if you add a hundred billion different options to make them unique and special and build-changing. Goodshaveto leave the economy or have a fixed available quantity. This is true of real life as well and your attempt to make comparisons is laughable.
Or did you hop on a horse to ride to work today? No? Good. MMO's also replace the horse. They do so by making the statistics on the old item irrelevant to the current generation of gameplay. This wipes the slate clean WITHOUT needing to artificially force items from the economy. AGAIN, this is the generational break down as it pertains to an MMO.
We don't need more of the above. What we need is actual demand within a generational time frame. You can either add like they do with lightbulbs, by creating an artificial removal of them from the economy by forcing some kind of break down. Or you can do it by spurring demand by creating unique, small markets in order to differentiate things *WITHIN* a generation of goods.
You know, which is what I said first.