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Economics of Minecraft

alicemaz.com

41–50 of 115 posts

Re: Economics of Minecraft

#41
post #13

If you liked this read, look into the upcoming ‘One Hour One Life’. Here’s the description: “A near-infinite, persistent online world full of untouched wilderness. Build a new civilization from scratch, starting from rocks and sticks. When you join the game, you're born as a helpless baby, with another player as your mother. Each minute marks a passing year, and over the course of an hour, you will live a full life,…

> When you join the game, you're born as a helpless baby, with another player as your mother.

A perfect opportunity to make storks bring new babies, since you already have to wait for some player on the other end of the world to decide to start playing. :)

Re: Economics of Minecraft

#42
I always presumed Minecraft had most of the logic in the client but this kind of complex economy obviously wouldn't be possible without someone cheating. How does it work?

Re: Economics of Minecraft

#43
post #37
post #29

Earlier quoted context omitted.

i don't really follow those circles well so maybe i'm giving her too much credit. what does UACC stand for?

unconditional acceleration — think accelerationism but replace the traditional adherence on partisan political paradigms (seen in L/ACC and R/ACC) with a Landian (Nick Land from the CCRU) cyberpunk eschatological cult that employs ironic internet culture and an anti-Fordist faux-mythologization of 19th century literature & material relations à la alt-right. There was an attempt to institutionalize the movement (outsi…

thanks for the genuine reply and explanation, it was right at my level of familiarity as i'm just tangentially aware of accerlerationism/nick land. when i googled LD50 i realized I had heard of that too, and funnily enough twitter brings up alice maz's retweet of kantbot's coverage of it when you search the hashtag. unconditional accelerationism seems pretty stupid, i'll look on her TL with a little less charity now. thanks.

Re: Economics of Minecraft

#44
post #13

If you liked this read, look into the upcoming ‘One Hour One Life’. Here’s the description: “A near-infinite, persistent online world full of untouched wilderness. Build a new civilization from scratch, starting from rocks and sticks. When you join the game, you're born as a helpless baby, with another player as your mother. Each minute marks a passing year, and over the course of an hour, you will live a full life,…

Is this a Jason Rohrer game? Because if not Jason Rohrer probably wishes he had come up with it.

Re: Economics of Minecraft

#46
post #42

I always presumed Minecraft had most of the logic in the client but this kind of complex economy obviously wouldn't be possible without someone cheating. How does it work?

You can run servers with plugins for the economy stuff. Not everything is in the client.

Re: Economics of Minecraft

#47
Very fascinating and inspiring read!

I run a small browser-based MMORPG and I've seen a lot of interesting metagames play out in the game economy.

One thing I thought of while reading this is the effect of scarcity. I specifically remember one time when a stupid bug made the world a post-apocalyptic wasteland.

My game has a political aspect where one player is the ruling king, giving them a few unique abilities such as setting taxes. It’s a powerful position and players are constantly fighting for the throne. The way this works is that the king hires NPC guards to defend and protect the throne. The more guards, the more expensive and time-consuming it is to dethrone the king. The downside is that the upkeep to staff a full kingsguard is equally expensive. This has naturally made it so that only the wealthiest players can actually afford to sit on the throne and the easiest way to accumulate wealth is to run a shop.

The economy is centered around resources and mining. Normally the mines are replenished from time to time but the bug broke this mechanic. The first thing to deplete was the noble metals such as gold and silver, the same metals that the wealthiest merchants made their fortune from. With prices going through the roof a class division was created between players who had accumulated metals before the bug and players who hadn’t.

The problem is that without good gear you have no chance of coup d'etat. Even if you had a gold armor and sword you need a constant influx of new gold in order to repair them when fighting the guards. Even bronze became a rare commodity.

In effect, what happened is that the kingdom became a dictatorship. The king could set maximum taxes without any consequences. Normally such action would start a riot, have all players get their pitchforks and create a rebellion but without good weapons this was impossible.

I finally got around to fix the bug once normal iron started to run out as well and new players were restricted to useless wood gear, barely enough to kill rodents. I lost a lot of players but it was a really interesting social and economic experiment.

Re: Economics of Minecraft

#48
post #2

This was one of the most entertaining things I've read lately. I tried playing on minecraft servers with economy plugins, but never really saw the point. I just liked mining for the sake of mining so an economy didn't do much for me. But this... it's like a gigantic meta-game on top of the game you're already enjoying. Something tells me I'll be playing some minecraft tonight...

Going to plug Minetest ( https://www.minetest.net/ ) here. It's basically the Minecraft voxel engine with the ability for people to write hooks straight into it. Laying on an economy into this wouldn't be hard at all.

To avoid confusion: It's not the Minecraft voxel engine, it's an independent voxel engine which can be used to create Minecraft-like games. The engine itself is written in C++ and its game API is mostly in Lua. This API is also the modding API, so you can really change up essentially all content with mods. And technically, games created with it are essentially just modpacks.

There's also a reference implementation, which you can download and play without getting into programming. It doesn't have all too much content by itself, but you can extend it with mods or use it to connect to multiplayer servers which can have their own collection of mods (sort of Modpack-as-a-Service).

So, you should also quite easily find a multiplayer server which has some form of currency and economy.

Re: Economics of Minecraft

#49
post #44
post #13

If you liked this read, look into the upcoming ‘One Hour One Life’. Here’s the description: “A near-infinite, persistent online world full of untouched wilderness. Build a new civilization from scratch, starting from rocks and sticks. When you join the game, you're born as a helpless baby, with another player as your mother. Each minute marks a passing year, and over the course of an hour, you will live a full life,…

Is this a Jason Rohrer game? Because if not Jason Rohrer probably wishes he had come up with it.

It is indeed a Jason Rohrer game.

Re: Economics of Minecraft

#50
post #47

Very fascinating and inspiring read! I run a small browser-based MMORPG and I've seen a lot of interesting metagames play out in the game economy. One thing I thought of while reading this is the effect of scarcity. I specifically remember one time when a stupid bug made the world a post-apocalyptic wasteland. My game has a political aspect where one player is the ruling king, giving them a few unique abilities such…

Sounds interesting, where can we play?
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