Sunday 20 February 2011

Economy

The Sims Online simulated a working economy. It was completely run by players. The largest and most active market in the game was real estate, players would buy, sell, and rent property to other players. However, due to not having a proper deed trade system in place until the start of EA Land, many players faced security issues such as scamming.

There were many categories for player's properties: Welcome, Money, Skills, Services, Entertainment, Romance, Shopping, Games, Offbeat, and Residence. Each of these categories has special items that could only be used in that specific category, for example the service category players could use a workbench to craft items for other players, these items would often then be sold to the Shopping category which would sell these items at a retail price.

In early 2005 The Sims Online faced an exploit, this exploit was discovered and quickly spread throughout the game. A clothing rack that normally players would sell clothes to other players with, would duplicate the profits several times these would then be deposited, this exploit could be repeated as often as they wanted until it was fixed. After a few days of this exploit in game, it was fixed, however the game's economy was completely destroyed, massive amounts of inflation and plenty of land and items lost value. This economic problem was not resolved for three years until late 2007 when EA Land was formed and the game faced a huge wipe.

Once EA Land was in place the economy was fresh and completely player run. Players now could create custom content and sell these items to other players, skills were a higher priority due to in-game jobs and money objects—and the real estate market in the game was revived.

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