A little bit of fading video game history, inspired by both recent events and also how badly Cory Doctorow's graphic novel In Real Life (IRL) botches it.
Most core gamers would finish within two months and quit. That's unsustainable.
There is tried and true level grinding, of course. Make it take forever to level up.
Make players do it all over again. If you want to play a different class, start over from scratch.
Thus, these games have weapons and armor along with currency to buy it. Now we also have gear progression.
Why not make it a group event?
But even with that, a dedicated group will churn that out over a few evenings.
Enter the arbitrary timer. That dungeon with the tough dragon that has the Sword of Brutality that only has a 1% chance of dropping now has a once a day limit.
It now takes, on average, 100 days to get one of them.
Time to roll out the world spawn. That dragon now spawns on top of a big tree once every day or so. Everybody has to compete to be the ones to kill it.
Don't want to grind levels? Pay somebody to do it for you.
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Krugman is, of course, right about this. BUT, note that universities can do a lot to revitalize declining and rural regions.
See this thing that @lymanstoneky wrote:
And see this thing that I wrote:
And see this book that @JamesFallows wrote:
And see this other thing that I wrote:
One thing I've been noticing about responses to today's column is that many people still don't get how strong the forces behind regional divergence are, and how hard to reverse 1/ https://t.co/Ft2aH1NcQt
— Paul Krugman (@paulkrugman) November 20, 2018
See this thing that @lymanstoneky wrote:
And see this thing that I wrote:
And see this book that @JamesFallows wrote:
And see this other thing that I wrote: