With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there ...
In a simple business simulation game (built in Java + Slick2D), should a player's current amount of money be stored as a float or an int, or something else? In my use-case, most transactions will use ...
I am wondering if there are any books on designing virtual economies. I have encountered some books which have a few lines or paragraphs written about virtual economies, but they mainly highlight ...
I'm seriously thinking of building a space opera game which would share some of Machiavelli The Prince aspects regarding commerce: each player will be able to extract/build/buy/sell/donate a wide ...
I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of ...
Not a programming question but game development related. I am creating an iPhone online game which I wish to be free-to-play where in-app purchase is used for monetization. The important point is to ...