Those who know me as a gamer will observe that I have this thing about game economics… I like to make currency, save currency, and understand currency. I like to see how the currency will shape a game and its economics. I like comparing it to real-world situations and finances. I like finding ways to make more money so I can hoard it up or buy whatever I want. It’s weird, right? Well, I’m not alone. There are many other players out there like me who find video game economics fascinating and one of those people has a website dedicated completely to SWTOR economics. We’ve linked to it here on the site before but if you’ve missed those posts, you can check it out at swtoreconomics.com.
So today, we want to talk about one post in particular. A new one from a couple of weeks ago titled “Crafting Ideas: Component Conversion”. In this post, he talks about the economics within the game, which are the very roots of this blog in the first place, while he’s talked more often about the financial state of the game. This post is the first in a series meant to highlight ideas that would make a positive improvement to the current crafting system and as a result, the economics of SWTOR.
It’s a fairly long post as Andrew runs down his idea (which is pretty darn good), the benefits of it (have to agree as well), the hurdles to making it happen (balancing being a big one), and finally, a summary of it all. He says he has notes lined up for at least 6-7 more posts on the subject and if you nerd out about SWTOR economics the way I do, I highly suggest you check it out. He proposes great ideas with a clear understanding of the potential problems with implementing them and offers suggestions for overcoming those hurdles. I hope someone at Bioware is listening.