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Gold sink is an economic process by which gold, or any item that can be valued against gold, is removed. An economy is the realized social system of production exchange distribution and consumption of goods and services of a country or other area Gold (ˈɡoʊld is a Chemical element with the symbol Au (from its Latin name aurum) and Atomic number 79 The term has become heavily associated with video games that have items of tradable value. A video game is a Game that involves interaction with a User interface to generate visual feedback on a video device. Most commonly the genres are role-playing game or massively multiplayer online game. A genre (ˈʒɑːnrə also /ˈdʒɑːnrə/ from French "kind" or "sort" from Latin: genus (stem gener-) is a loose set A role-playing game ( RPG; often roleplaying game) is a Game in which the participants assume the roles of Fictional characters. The term is comparable to timesink, but usually used in reference to game design and balance, commonly in order to reduce inflation when commodities and wealth are continually fed to players through sources such as quests, looting monsters, or minigames. A timesink is a term used to describe activities that consume a lot of time In economics inflation or price inflation is a rise in the general level of prices of goods and services over a period of time

Contents

Overview

Gold sinks are commonly called drains or gold drains. They can also be associated with item drains. The intent of a sink is to remove added value from the overall economy. An economic system is a System that involves the production, distribution and consumption of goods and services between For example, in Ultima Online, items that were placed on the ground would be gathered by the server. Ultima Online ( UO) is a graphical Massively multiplayer online role-playing game (MMORPG released on September 25 1997 As of A server is a Computer dedicated to providing one or more services over a computer network typically through a request-response routine This form is referred to as decay or garbage collection. Server collection can be a true drain or a partial drain, explained below (see true vs. partial).

Unlike real life, virtual worlds have to be fun. Without easy advancement through the storyline or higher character levels, a video game just wouldn't be appealing. Economies in virtual worlds operate very different from those in the real world. Passive gold sinks may be in operation at all times to slowly extract value from the game. Players are usually more willing to accept this method of sinking. Passive sinks would be item degradation, consistent taxes, or decay. Active sinks are aggressive actions by the programmers to remove excessive value. These can be changes in the severity of the passive sinks, such as higher taxes or faster decay. But more effectively, an active sink can be the selling of unique items whose intrinsic values are much lower than the selling price sold by NPC vendors. A non-player character, often shortened to NPC, is a character that is controlled by the Gamemaster in Role-playing games or one that is not Zack Booth Simpson cites one example in Ultima Online when the NPC vendors carried blue tinted armor that couldn't be made by players [1]. Blue armor prices could be much higher, but decayed and degraded just like any other piece of armor.

Resource flow

Depending on how resources are created and where resources go once destroyed, gold sinks are classified differently. There are two major types of resource management: linked and unlinked. Several aspects can be linked while others can be unlinked.

Linked

Linked resource flow means that the head is connected to the tail. Natural resources are naturally occurring substances that are considered valuable in their relatively unmodified ( natural) form All things have a resource intrinsic value. A deer may be worth three pieces of meat and two yards of leather. A deer is a Ruminant Mammal belonging to the family Cervidae. A sword can be worth three units of iron. Iron (ˈаɪɚn is a Chemical element with the symbol Fe (ferrum and Atomic number 26 When a resource such as a sword is destroyed through garbage collection, those three units of iron will go back into the mines of the virtual world for extraction. Mining is the extraction of valuable Minerals or other geological materials from the earth usually (but not always from an Ore body This is essentially no different from melting the sword down for the raw metal. A few steps of procurement are skipped, but essentially the same.

A strong linked system would have a governing equation for NPC vendors to follow. NPCs would be restricted to craft with the resources they have in stock. A craft is a Skill, especially involving practical arts. It may refer to a Trade or particular art Player character Jake could sell the town vendor a sword for 10 gold. A player character or playable character (PC is a Fictional character in a Video game or Role playing game who is controlled or controllable A town is a type of settlement ranging from a few to several thousand (occasionally hundreds of thousands inhabitants although it may be applied loosely even to huge metropolitan If Jake wanted to purchase gauntlets (let us assume gauntlets have a resource value of two units of iron), he could for 12 gold. The town vendor has made a 2 gold and 1 unit of iron profit off the transaction. Should another player character want to purchase something, the new character could only buy items that have a 1 unit of iron resource value or he could sell an item, let us say 1 leather and 1 iron, to now be able to purchase items that have a resource value equal to or less than 2 units of iron and 1 unit of leather.

In order to approach a total linked system, NPCs would be programmed to break even or make small profits. Some virtual worlds may opt to leave NPCs unrestricted as to how much money they give out. Lack of restrictions is inherent to video game fun. Like the real world, there is a sense of entrepreneurship. By making a product, you can make a profit.

Examples

The intended purpose of gold sinks is to remove currency from the game, as excess currency leads to inflation of player driven prices. Game designers must balance between scarcity of currency and ease of acquiring currency.

Greater methods of currency spending can be implemented when players accumulate more wealth than intended. One example is Ultima Online; after the Renaissance expansion, players could earn money without fear of loss, due to the implementation of non-player versus player areas. Ultima Online ( UO) is a graphical Massively multiplayer online role-playing game (MMORPG released on September 25 1997 As of Player vs player, PvP, or Player Killing is competitive interaction within a game between two or more live participants As currency entered the economy at a greater pace, new "luxury" items were sold at high prices for the purpose of reducing large sums of money.

In Kingdom of Loathing, the massive acquisition of "meat" (the currency of the game) through exploitation of bugs led to the implementation of new high priced items that gave no in-game benefits to the player in order to eliminate excess currency. Kingdom of Loathing ( KoL) is a Humorous browser-based, multiplayer Role playing game, designed and operated by Asymmetric

In RuneScape, the Construction skill can be seen as a gold sink. RuneScape is a Java -based MMORPG ( Massively Multiplayer Online Role-Playing Game) operated by Jagex Ltd This skill allows players to spend money on building a house. This way, money is taken out of the game, without players obtaining any tradeable items.

Other forms of gold sinks include:

See also

External links

Gold farming is a general term for an MMORPG activity in which a player attempts to acquire ("farm" items of value within a game usually by exploiting repetitive
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