Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
In every game I played since EQ, economy is what drives the game to last. It is a big factor. When economy dies out, game does so with it (in most instances I have noticed). However, I am worried the economy style in this game is not a long lasting one, i fear.
I am loving this game. Even though I have been playing only since Steam Launch. I have been reading most of these threads about economy and the lack of due to player population, etc.
I think the problem why, is that there is no need for an economy in this game. Due to the fact that everyone can use and mostly need to use everything they get, via favor/crafting/quests. etc.
What makes economies actually work, is limiting players to only 1-2 crafts at a time (not including Industry), with a hefty cost in a way to switch out a craft. Also, somehow try to fail-safe where players can not create an alt for every craft. Almost all economies in mmo's do well when limiting crafts because then items crafted and the items needed will be in the market and constantly needed. Why I will never partake in Gorgon's economy because A) it takes A lot of hassle to even check every stand I am noticing. B) There is no need when every player can be self sufficient. C) Why master a crafting skill like weapon/armor in a sense when everyone mostly likely will level it up end game and no need to craft something more than once.
This is why almost every mmo limits crafting skills. Think about RL, if every person in the world can easily get milk and sold milk. Why would milk be for sale at stores.