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Game design trap - Starting too close to zero.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5847040" data-attributes="member: 54877"><p>Ever heard the little jingle, "shave and a hair cut, two bits"? In USA currency, a bit was worth 12.5 cents, and is derived from the practice of cutting a gold dollar coin into 8 "bits". There's a scene in Ben Franklin's Autobiography where he runs away to Boston, and buys bread. He gets 3 large loaves for his "penny"--and is laughed at by his future wife when she sees him walking down the street with the two extras sticking out of his pocket. A loaf of bread was worth 1/3 of a cent in Boston.</p><p> </p><p>Once inflation hits the point where nothing is worth less than a penny, future inflation is questionable. (Some economists seem to think that very slight, persistent inflation over a long time is preferable to some of the alternatives, but that's beyond the scope of game system math.) Though see the need for "micro payments" as a discussion of why digital content is hard to sell in its most useful form. Ideally, the smallest thing anyone will want to buy is worth the smallest unit.</p><p> </p><p>And certainly, if you have elements of the system that require a 4 or 5 cent ante to play, then people stuck with a penny are out of those. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> In any case, I'm not sure that you can call moving a range from +0 to +20 to something like +5 to +25 as technically inflation. Inflation implies a multiplicative effect on the scale itself, not merely the starting point.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5847040, member: 54877"] Ever heard the little jingle, "shave and a hair cut, two bits"? In USA currency, a bit was worth 12.5 cents, and is derived from the practice of cutting a gold dollar coin into 8 "bits". There's a scene in Ben Franklin's Autobiography where he runs away to Boston, and buys bread. He gets 3 large loaves for his "penny"--and is laughed at by his future wife when she sees him walking down the street with the two extras sticking out of his pocket. A loaf of bread was worth 1/3 of a cent in Boston. Once inflation hits the point where nothing is worth less than a penny, future inflation is questionable. (Some economists seem to think that very slight, persistent inflation over a long time is preferable to some of the alternatives, but that's beyond the scope of game system math.) Though see the need for "micro payments" as a discussion of why digital content is hard to sell in its most useful form. Ideally, the smallest thing anyone will want to buy is worth the smallest unit. And certainly, if you have elements of the system that require a 4 or 5 cent ante to play, then people stuck with a penny are out of those. :D In any case, I'm not sure that you can call moving a range from +0 to +20 to something like +5 to +25 as technically inflation. Inflation implies a multiplicative effect on the scale itself, not merely the starting point. [/QUOTE]
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Game design trap - Starting too close to zero.
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