I'm attempting to make an online game with a mini-economy in it. The challenge is that the only person selling anything will be the website itself, and hence the supply and demand curve doesn't apply (as it costs the website nothing to produce the items being sold).
Products sold will have several factors that contribute to its value. Each of these factors can be represented by a number, but it is difficult to know if product X
is better than product Y
if X
has a better A
and Y
has a better B
. The monetary value of each factor (and thus, each product) is hard for me to calculate, which is why I would like an economy to do that for me.
Some products are upper-end products, and should be inaccessible to players who don't have the money.
There will be several types of products on the market, each serving completely different purposes in the game.
I'm guessing that there will be a larger number of lower-level players.
I have three ideas on how to develop it:
- Generate an initial price on each product. Each time a person buys a product
A
, the price ofA
goes up a fixed amount,X
, and the price of every other product goes downX/(# of products)
. - Generate an initial price on each product. Each time a person buys a product
A
, the price goes upX
. Each minute, the price ofA
goes downY
. - Produce each product at a fixed rate, with lower amounts of high-end products. Upon production, add the product to an auction, where each player can cast a bid on the amount he will pay. The initial bid will be generated.
I believe that method #1 and #2 will overvalue low end products, and undervalue high end products, so #3 is my favorite. #3 also only has 1 value for me to generate, while #1 and #2 have multiple. However, #3 may have problems if the initial bid is too high for the products, or it produces products at a lower rate than it should, causing a shortage.
Is auctioning off products the best way to determine the product's price? Is there a better way to do this?