First, I just want to get this out of the way by saying, no inflation does not mean rising prices. Rising prices is the result of inflation. It urks me to hear one called a rise in prices "inflation" when that is not the true and original definition of inflation. In fact meaning is only used as an escape goat of what inflation really means...
When a country’s government no longer backs its currency from a tangible asset such as gold or silver the inevitable always occurs, inflation. In themepark MMOs inflation is also inevitable, but why? In themepark MMOs all (or at least most) goods are eventually acquired. At some point later in the game’s life-cycle, players participate less in activities that cause money to exit the economy. For example, once a player reaches max level, they no longer need to spend money on skill training, mount training, mounts, craft training, and other activities that cause money to exit the game (i.e. vendor purchases).
In the past year, the US dollar has risen from historic lows to recent highs. There are only a few currencies in the world that are worth more than the US dollar (the Euro, British Pound and etc). Now for US consumers this means they can purchase foreign products for a relative cheap price. Though for the last few decades, the costs of video games in dollar terms have remain relatively the same. Most video games (not including collectors or deluxe editions) are sold from $29.99 to $59.99.
I am starting to notice that MMO developers are taking steps to divert from the main stream formula of MMORPGs. They’re realizing that players want to be able to play a game in a world of endless possibilities and not in a world that’s predefined. Players want to be shopkeepers, fishermen, pirates, thieves, tamers, or adventures, all doing their own thing in their own way. I must say I am happy that developers are taking this initiative.
As you may know when it comes to playing MMOs I really enjoy the crafting and economy side of things. I do adventure and participate in pve and pvp, but those are second to the enjoyment I receive when playing as a crafter. But out of all of the Online games that I’ve played there are only a few of them that really sparked my interest or really twinkled my toes. The first one was Ultima Online, its crafting system wasn’t vast or deep but the economy was for the most part player made. The second one was Final Fantasy XI Online, and this game really got me into crafting.