So I have started a new game (dunno the name of it yet, lol), and i want your opinions on it
Alright so, almost 100% of all of the systems in this game are controlled by players. This basically means that gun, gas, tool, others, etc.'s prices are controlled by players, like a stock market. If more people are buying a certain type of gun, then the retail price of the gun would go up, and a Gunsmith would buy that gun and sell it for higher. This brings us into our next system.
There are multiple jobs, most of which you sell objects to other people with. The person with the job would buy the object at it’s current (controlled by stock market) price, and sell it for higher (or lower, their choice) to earn profit for themselves. People selling things are able to buy their own shop in any of the cities in the map, and customize it any way they want. The prices of the shops are dependent on the amount of people that have visited the city, and stayed incit for more than 2 minutes.
The game is gonna be an open world game (in case you haven’t realized lol) where the choice is yours. Most of the systems have already been created, including the shop buying system, gas and gun stock market, and entire gun system.
So my question is, would you play this game? I feel like this could definitely be a successful game that could make a lot of money, but I would actually have to stick with it, as I know the map is going to take a long time to create (if you are interested, contact me in Discord: Discgolftaco231#0001. I could offer temp/perm percentages, but no flat payments currently). Thank you for reading this, and have a great day!
I highly recommend that you play Planet Calypso. The whole game is driven by real money with real jobs. The game has been around for a long time, although I won’t say it is highly popular, you really need to dedicate your life playing this game. Most player that gotten anywhere in that game has been playing for like 10 years. The potential is tehre.
For the concept being taken to Roblox. This type of game is going to take you a long time to make. The development time might outlast your motivation.
Another issue is that the Roblox technology isn’t setup to make this scale of game. A relatively small, well made game lags a lot.
Yea, I figured, however i already have all of the basic stock systems finished along with the money system set up with DataStore2. I feel like I am pretty experienced with coding, as I code in multiple different languages, and have been coding in Lua for 5 years. The only problem I have is the map. That’s it. Everything else is easy for me, because I am able to do the coding, images, GUI, icons, and modeling.
Yea… I don’t have any money currently, which is why I’m offering percentages lol
One of my best friends lives across the street from me. He is an excellent builder, but it kinda sucks that he has not really been into developing lately. He’s hitting the Block, y’know
Honestly a project of this size would most likely fizzle out and die. It’s a great idea on paper, but organizing it and creating it is a whole different story. You will need a dev team: scripters, modelers, UI, GFX, builders, and designers. Most of these will cost robux, and not only this you also gotta think about a player base, sure some people may want to play this game, but unfortunately people lose interest after a while. It’s also gonna take a lot of work to prevent hyperinflation and an overall economic crash.
Whoever designs the system would have to know economics pretty darn well in order to prevent that. You’ll have to worry about exploiters, trolls, raids, and the simple fact of people in the game not knowing much about how economics works.
This game I feel is a long shot and most likely won’t happen, it’s better to shoot small, then grow, then shoot big and fail.
I think this could be successful. A similar game to this is Anomic. It has a player-based economy and all goods are realistically priced by their seller to match supply and demand. Your idea would basically be Anomic with more focus on the economy, which sounds great.
This could be said about literally any game in any genre. As long as you’re a dedicated developer, publishing a game is an achievable goal. (For proof just look at the hundreds or thousands of games on the front page)
90% of the hundreds of thousands of games on the front page are either low-quality, stolen from another game, or done by a team/studio. Indie games don’t usually face success, there’s maybe like a couple hundred indie games out of the millions of games on the platform.
In order to get a game out and successful you need robux to pay the developers, and to get ads out, you’ll also need a platform for people to see the game. Anomic isn’t a great choice for “success” as an economic game because most of the community there are young kids who don’t actually know how the economy works, they just go around and shoot the cops and other players because it’s fun. I haven’t seen a time where the Anomic economy was actually stable, it’s in a constant contraction with maybe the tiniest amount of mid-expansion. The game is a circus.
In order to have a successful economically central game you need a good economic system, as well as fallbacks in case of inflation, or a depression. One may argue that it’s just a lego game, but the game will not succeed as an economic game if the economy within cannot expand.
You actually pointed out a market crash, and I have not thought of that before. I did pretty good with economics in school, but I do understand how this could be a potential problem. Maybe I could have a range limit?
And yes, this will be a big project, but it’s goodto think that over half of the scripting is already finished, and that consists of the stock systems
A completely stable economy is just as good as a fixed price shop system like most games have imo. I would personally love the variation and unpredictability that comes with a completely player based economy as long as it’s well built.
Just like any successful capitalistic enconomy you need some sort of a “government” control over monopolies and oligopolies. As well as price fixing, all of this needs a fail-safe if the game is to succeed, you’ll also need a currency. In order to prevent hyper-inflation you could maybe not sell currency for robux, you could also introduce a risk-return system along with the stocks maybe you could add low-risk investments, and maybe also gambling with the in-game currency.
Having people lose money just as easily as getting it would make the economy semi-stable and should add a type of control over inflation.
Because of that I think a game like this will be near impossible on Roblox. Unless you tie it down to real world money which then it become a pay to win. Or you can make a sort of way of the player to lose money which will definitely not be very fun for the player.
The idea piques my interest. I would at least check it out.
I agree with @koziahss when he says that inflation would happen. If prices are raised every time you buy, prices would be driven sky high, because there’s no way prices could come back down again. Even if 1 or two players buy, the prices fluctuates.
Now if you got 1k concurrents, you would have a lot of people buying every day. You would have to earn money faster than people are buying it to get enough. If the price is 20k gold, I go get some and while I’m gone, 20 people buy the item, I would come back and not have enough!
I would just let the economy decide the direction it wants to go, and then go from there.
I’ve actually had ideas like this before, but you seem to be missing the detail that is that this game would need players in order for it to actually make a difference.
This would also make it very hard for new players to start out. Imagine if as a troll, a group of players began just spam buying the beginner gun, inflating it’s price tenfold. Any new players would have a hard time starting out, even if that gun isn’t necessary.
You can’t make everything 100% player controlled, but you can definetly give them some power. I would suggest making a shop where everything is completely normal price, however, there could a shop that sells more valuable items, but in return, the price is player controlled.
But if you fix this, I think this idea could have some potential!