You've probably played an MMORPG that had more than one type of currency. World of Warcraft is a perfect example of an MMO that had various types of currencies. There were gold, tokens, badges, and etc. All the currencies to some degree had some value for their use. Though depending on your objective only one or two of those currencies were important while the rest eh, not so much. In fact gold, at some point wasn't really even needed, even though it was the primary currency.
Ever wonder what happened to character development? It seems that with many of today's MMORPGs the focus is on gear development. We're not longer attached to our characters but rather the gear that provides our characters with strength. To describe, It is not the man who makes the sword, but the sword who makes the man.
It’s been a 100 years since the U.S. monetary system became centralized and 44 years since the dollar was removed from the international gold standard. For over 100 years the U.S. dollar has lost over 96% of its original value since 1900. Back then, $1 was capable of purchasing a variety of goods, such as foods, clothing, and energy. For example, the cost of a movie ticket back in 1910 was $0.07, and the cost of a barrel of oil in 1900 was $0.96.
Has the lack of a death penalty caused MMORPG players to make bad decisions? Should there be consequences for dying? if so what should they be?
For the past few weeks I've been testing out Albion Online's winter alpha. I decided to go all in and buy the legendary pack in the hopes that I finally would find the sandbox game I've been looking for since early days of Ultima Online.