| Not the slightest clue about programing, but add me to creative writing, overall gameplay (played almost every MMORPG out there at least to mid levels, EQ1 the most serious starting pre-kunark and playing in TR until DoD), raid and quest design.
As for economics - I have a little educational experience there, but I'm not sure how this would be applied to a game. I think the balance there really comes from just playing and seeing what you can/can't afford. Wealth tends to accumulate for the people at the top who can't buy any upgrades and when you introduce something new that requires dropped/collected stuff (think EQ2 transmuting), all that money will flood the economy as they buy up the supply. I guess it'd be an interesting challenge to try and figure out something to prevent this in a way that doesn't force people to farm so they can even afford repairs. |