网游经济平衡发展需要打币工人
行业观察 1 Comment »A good economy is the balance of supply and demand. The demand of wow gold is there, this is not good if there is no supply, when gold farming supplied the demand, then this is good economy for both.
Because each prayer can only grind that much gold per hour and no more, and their numbers are limited by game mechanics. The game is about grinding, any prayer regardless of whether he sell gold for real money or not is a farmer, because accumulating gold to be able to buy something to improve the character is the motivating factor of the game. It mean anyone will farm for gold, the only challenge is how efficient they are at it, the difference between real prayer and gold farmer does not exist on the fact of both are equally aiming to maximize the grinding efficiency.
Both contribute to balance in the economy due to their co-existence by that fact that for the economy to work, they must be allowance for both the rich and poor prayers measure in term of real life financial status. The game master’s wealth must be maximized by being able to accommodate both types of prayers into the membership base. The existence of rich real life players contribute to the poor real life players the real life money that they lacked. While the poor real life players contribute to the rich real life prayer the time that they lacked. So supply and demand crossed between the real world and the game world, and reaches an economic balance - the perfect state of mutual co-existence between the game master and prayers of the riches and poor. By not limiting the poor their opportunities in this co-existence, the poor can contribute to the wealth of the game master, if 50% of the prayer base must depend on in-game economy for a living, that’s 50% more wealth the game master will make, who will in turn use that 50% wealth to improve the game, in the end it is better than limiting the poor their opportunities, and suffer from 50% less wealth to improve the game. In term of poor prayers, rich prayers, the game master and the game itself, they all benefit from the fact that the poor is included into this co-existence.
Society in the real world can develop so fast and prosper is all due to the existence of the poor and their motivation to make money by working hard for it, the grinding opportunity of mmorpg provided that working opportunity. When the poor has work and money earned, than he has spending power, this benefit the game master and the society as a whole. While the rich players have their time saved for better things, like family, social and career, as money cannot buy time, and when one can buy time he is wise to do so.
以下文章感谢4ULee翻译
“供需平衡发展,既是社会经济正常健康运行和发展的客观要求,也是社会经济正常健康发展的必要条件。在人类社会经济发展过程中,社会生产的发展永远不能完全满足人们日益增长的物质文化生活的需要,所以,在人类社会中,根本不可能存在“绝对过剩经济”,而只可能产生或存在“相对过剩经济”。在“相对过剩经济”条件下,仍然存在贫困人口,并且全社会仍有许多人的有效需求不能得到满足。”
经济要保持健康,供应与需求必须保持平衡。在《魔兽世界》世界里有人需要金币,但如果没有人供应,这样的经济是不行的。当出现专人打金币满足需求时,这样的经济才是健康的经济,结果是双赢。
由于每一个玩家一小时只能打有限数量金币,金币的数量还受制于游戏设计,因此为了游戏就得刷怪打币。任何人不管你是赚钱的金农还是普通的金农,想要角色快速升级,想获取更多的游戏快乐,都离不开枯燥无聊的刷怪打币。这就等于说所有的玩家都必须打币,区别在于效率的高低。为了在最少的时间打到最多的金币,专业金农与普通玩家目标都是一样的。
金农的出现对游戏经济的平衡做出了贡献,因为他们,游戏经济才得以健康地运转,因此在他们现实经济的状况还不是很好的时候,我们作为玩家无论是有钱的,还是没钱的都应该接受他们支持他们。GM(游戏管理员)要想获得更多的薪水,必须辩证对待并适应这两种类型的玩家。有钱的玩家为没钱的玩家提供了他们缺少的金钱,而没钱的玩家满足了有钱的玩家所缺少的时间需求。这时的供应与需求跨越了现实社会与游戏世界,最终达到了某种平衡――这种平衡是GM与有钱的没钱的玩家二者共存的完美状态。凡事不能只顾自己不顾别人,给别人机会也就是给自己机会。作为GM给没钱玩家机会,就是给自己加创造增加财富的机会。如果有50%的玩家要依靠游戏世界生活,那么他们将给GM带来额外的50%的财富,GM获得的这50%的财富回过来又用于改善游戏。最终,我们会看到,与其限制他们,不如主动与他们交朋友。有钱的玩家,没钱的玩家,GM还有游戏本身,他们都会因为没钱玩家的存在而受益。
现实社会之所以发展地那么快,那么繁荣,完全是因为没钱的人默默无闻努力地工作创造着财富。玩网络游戏刷怪打币确实很无聊,却提供了工作和创造财富的机会。没钱的玩家游戏中工作赚了钱,付出了劳动,同时GM和整个社会都从他们的劳动中获得了自身的利益。于是有钱的玩家可以用这些节约下来的时间做更好的事情,比如家庭,社会和职业。时间过去就没有了,我们常说,一寸光阴一寸金,寸金难买寸光阴,如果一个人可以买到时间的话,那么他就是一个聪明人。