This article originally appeared in Massive quite a while ago… the mag seems to be undergoing some changes, including editorial turnover, alas.
Why Have Gold Anyway?
What with all the talk about RMT, how it affects a game, whether it’s something to be banned or embraced, and so on, it’s easy to lose sight of fundamental matters. Why is there gold in these games anyway? Should the games be about chasing wealth, or are we missing out on other styles of gameplay by focusing so much on acquiring shiny fake currency?
It’s worth stepping back and thinking about how these games work overall from a design perspective. After all, the games can mostly be boiled down into a pretty small and repetitive set of activities:
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