Flying Lab Software Unveils Innovative Economy Model for their Upcoming MMO, Pirates of the Burning Sea
FLS Game Designer, Kevin ‘Isildur’ Maginn, has been dropping hints and working hard behind the scenes to construct a robust and dynamic world economy for Pirates of the Burning Sea. In his latest Devlog, The Player-Owned Economy, Isildur gives our fans an in-depth look at what’s in store:
“The basic principles of the economy, then, came down to three things. One: Players, not game systems, should determine the value of an object. Items should be worth what players are willing to pay for them, not worth what A_Bag_Merchant_01 is willing to pay for them. Two: All players should be participants in the economy. This is inevitably true anyway; I just wanted to make it explicit. If you want goods, with only a few exceptions you buy them from another player. Every item in the world, again with a few exceptions, is in the world because another player made it — from wood planks to ships of the line, from loaves of bread to architectural plans. (And everything I just mentioned is actually in the current version of the game, and can be produced by players.) Three: PvP should determine control of vital resources, and strongly impact the economy, but in a way that does not destroy the mercantile gameplay of a PvE merchant. If a foreign power takes over your home port, I want you to still be able to play, but I want you to be sending strongly-worded letters to your local uberguild, demanding they retake the port.”
If you’ve had questions about how the economy will work in Pirates of the Burning Sea, then you’ll want to read Isidlur’s entire Devlog entry by visiting this link: http://www.flyinglab.com/pirates/logs.php?log_select=378