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Don't forget Reamde: > It didn’t take a huge amount of acumen, then, to understand that the value of virtual gold in the game world could be made stable in a d
by hoherd 4y ago
Don't forget Reamde:
> It didn’t take a huge amount of acumen, then, to understand that the value of virtual gold in the game world could be made stable in a directly analogous way: namely, by forcing players to expend a certain amount of time and effort to extract a certain amount of virtual gold (or silver, or diamonds, or various other mythical and magical elements and gems that the Creatives would later add to the game world).
> Other online games did this by fiat. Gold pieces were reposited in dungeons guarded by monsters. The more powerful the monster, the more gold it was squatting on. To get the gold, you had to kill the monster, and building a character powerful enough to do so required a certain amount of time and effort. The system functioned okay, but in the end, the decision as to where the gold was located and how much effort was needed to win it was just an arbitrary choice made by a geek in a cubicle somewhere.
> Richard’s crazy idea was to eliminate the possibility of such fudging by having the availability of virtual gold stem from the same basic geological processes as in the real world. The same, that is, except that they’d be numerically simulated instead of actually happening.
- patapong 4y agoAlso related, from the Diamond Age: > The media net was designed from the ground up to provide privacy and security, so that people could use it to transfer money. That's one reason the nationstates collapsed-as soon as the media grid was up and running, financial transactions could no longer be monitored by governments, and the tax collection systems got fubared.