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RPGVault brings us the thenth installment of their Mimesis Online Developer Diary. Derek Hanley talks about the economic system in the game:
It's easier to come up with names for things in some genres or worlds, and harder in others, as anyone who has game-mastered in a variety of systems will attest. Personally I find science fiction to be generally trickier to build atmosphere for than, for example fantasy. Particularly if you are trying to build atmosphere for a world that can't be easily compared to another one.
Anyway, I needed to come up with names for currency that would click. I don't know why this took me so long, but everything I tried just didn't fit. Credits has been done to death, and I never particularly liked it as a name anyway. Anything with the name of a metal (gold, silver, and so on) smacks too much of fantasy. I toyed with the idea of dollars, and even thought about pounds (very imperial of me), but they both make one think of modern day currencies, and were duly abandoned. The Clockwork Orange approach of borrowing words from other languages and adapting them was the next thing I tried; it gave monets for the coins, which sounds like a lady's name.
In the end, Marcin said we should just be very literal - the various species would probably have a fairly descriptive name for something that is used by all of them. So, for the banknotes, we chose Cards, and for the coins, we chose Coins. Prices themselves are usually given as numbers ("That'll be ten-fifty please." and "You owe me three-seventy-five."), as well as using these names ("Thirty Cards." and "Fifteen coins."), and occasionally their abbreviations ("Thirty K." and "Fifteen c."). It's a cold name, descriptive, and nothing more, so it fit. "Name over." |
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