   Are there any games like this?
  With a decent economic simulation. So the value of items in game is dynamic; based on the cost of production and availability. I play alot of oblivion and S.T.A.L.K.E.R. but I think these games would benefit from a 'runescape like manufacturing process' and more advanced trading system.What do you guys think?   
  Fable II touches on it a bit. A shop will suddenly decide that theres a shortage/abundance of something and adjust its prices accordingly. It seems to be a lot more of a random chance thing than actually being based on anything though.   ;Economy sims?Yeah the pre-release hype for Oblivion promised so much more than what it delivered. It would be great if you could steal someone's food, causing them to have to buy more, causing the general store to sell out, causing them to pay a forager/farmer for more, reducing the amount of stock in the city, causing prices to increase slightly... Too much balancing time for a system this complex though for what was just an RPG ;)   ;  I'm thinking of writing a little demo with loads of NPC's (like the settlers in settlers games) and seeing if it will produce any nice emergent behaviours. I have never written a planner before so I don't know if I even have the ability. Would be fun to try though.   ;  eve online?  pretty much a real market there to play with   ;  If there's a run on pots or other useful quest items, the player might have to sit around town until they are generated.  If such a thing happens, I hope there's something interesting in each town for a player to do.  It could just frustrate the user to grind to obtain an item only to have it's price rise.If it's random, there's no reason to grind for an item.  You just have to wait it out.If it's player influenced, that's just another metagame to play.  It might also make things stupid hard, because it's unintuitive for a player to raise or lower battle ax prices by attacking the wolf population, yet this might be possible in a complex system.   ;Quote:Original post by scottrick49eve online?  pretty much a real market there to play withI was going to say something similar to this with WoW.  Really any online game is going to have some kind of economic simulation unless the items in the world are trash and anyone can get anything at anytime without the help of an economic system.As for a single-player type game I don't think there's a real good one.  Obviously you would either need some kind of online application/updater so the devs can change prices or have some in game system that would require an 'end case'.  For example, in Oblivion, assume the availability of iron goes down as you play so eventually everything is jacked way up and the availability just continues to decrease (similar to a real world sim).  Well what would happen in 100 years when some kid starts playing his grandpa's old save?  Otherwise you'll end up with a Fable 2 type thing where supply/demand varies randomly.There are loads of different ways of doing it, but offline I don't think it's been done in depth.   ;  The X3 space sim games did something like this, the game had its own economy.   ;Quote:Original post by programmermattcQuote:Original post by scottrick49eve online?  pretty much a real market there to play withI was going to say something similar to this with WoW.  Really any online game is going to have some kind of economic simulation unless the items in the world are trash and anyone can get anything at anytime without the help of an economic system.As for a single-player type game I don't think there's a real good one.  Obviously you would either need some kind of online application/updater so the devs can change prices or have some in game system that would require an 'end case'.  For example, in Oblivion, assume the availability of iron goes down as you play so eventually everything is jacked way up and the availability just continues to decrease (similar to a real world sim).  Well what would happen in 100 years when some kid starts playing his grandpa's old save?  Otherwise you'll end up with a Fable 2 type thing where supply/demand varies randomly.There are loads of different ways of doing it, but offline I don't think it's been done in depth.I wouldn't consider eve or WoW economy simulations as they are simply economies. it has little to do with simulation once things that aren't sold in the stores are brought into play.edit: Clarification. When you are trading goods found or gathered outside the game's vendors with other players rather than selling them to the games vendors. The Auction House is an economy, not a simulation of an economy for example.I think the OP wanted to know if there were any games that had an economic simulation outside the mass player delegated economy.   ;  Oblivion has mods that do just this type of thing. At least I think so. If not exactly as you described I do know of ones that simulate this through randomness and location of said shops (I.e. certain items are more rare at certain locations and are therefore worth more).Actually Oblivion has mods for just about everything. That's one thing I really liked about Elder Scrolls on PC, is the modding community. There are literally thousands of mods out there for each of their games, and if you can think of it chances are it's been modded in some way or another.   