Moving Pixels Podcast

Single Player Economics

by G. Christopher Williams

2 July 2012

We often discuss the complex economic systems generated by multiplayer games, in which players buy, sell, and trade with one another. So why simulate an economy in a single player game?
 

We often discuss the complex economic systems generated by multiplayer games, in which players buy, sell, and trade with one another.  So why simulate an economy in a single player game?

This episode we discuss the economies of single player games, how they motivate action, how they provide players additional goals, and how they can just spiral out of control, simulating nothing that we can recognize from real life economics.
  

This podcast is also available via iTunes.

 

Our podcast contributors:

Rick Dakan is a regular contributor to the Moving Pixels podcast as well as the co-founder of Mob Rules Games.

G. Christopher Williams is the Multimedia Editor at PopMatters.com. You can find his weekly updates featured at the Neuromance blog.

Nick Dinicola is also a regular contributor to the Moving Pixels blog and appears regularly on the Game Hounds podcast.

 

We all know how critical it is to keep independent voices alive and strong on the Internet. Please consider a donation to support our work as independent cultural critics and historians. Your donation will help PopMatters stay viable through these changing and challenging times where costs have risen and advertising has dropped precipitously. We need your help to keep PopMatters strong and growing. Thank you.

 

//comments
//Mixed media
//Blogs

The Vast Loneliness of 'No Man's Sky'

// Moving Pixels

"You cannot escape yourself in No Man's Sky. There is little to do but analyze the self.

READ the article