Simulated Economy Tutorial
(jasonfantl.com)
Imagine an open world RPG where your actions affect the price of goods, the markets reacting to anything the player may do (burn down wheat fields, cost of food increases; kill the merchants, prices differentiate between cities; sell the many swords you’ve collected on your adventures, tank the sword market). What would it take to have such an adaptive simulated economy?
Imagine an open world RPG where your actions affect the price of goods, the markets reacting to anything the player may do (burn down wheat fields, cost of food increases; kill the merchants, prices differentiate between cities; sell the many swords you’ve collected on your adventures, tank the sword market). What would it take to have such an adaptive simulated economy?