After reviewing the most recent Fall 2021 Alpha feature video, I’m proposing a change that I believe will encourage a better sandbox for our pails and buckets.
Fractured has advertised itself as a relatively hardcore, intricate sandbox MMO experience; a game for guilds, communities, and solo players alike.
Given the prevailing MMO gaming attitude, however, it’s important for Dynamight to systemically encourage niche playstyles… lest Fractured become yet another clone of Albion Online.
Though economies thankfully remain local, the augmented marketplace in the upcoming Fall 2021 Alpha test allows users to view the wares of other cities (the developers are rightly committed to requiring players to travel to these cities to complete transactions).
I’ve long advocated for steps to be taken that promote niche communities and groups and allow them to prosper, distinguishing Fractured from other generic MMOs. To that end, I suggest the following to Prometheus and Dynamight:
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Create a system mechanic that allows regional Governors to charter merchant guilds/companies
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Multiple regional Governors could choose to recognize the chartered merchant guilds/company, thus establishing a commercial relationship between those cities
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The chartered merchant guilds/companies would be able to display their wares between/among the cities that recognize their charter, creating a linked market
I believe this system would create unique, complex, and rewarding gameplay loops in the form of relationships between multiple parties: the merchant guild/company, the Governors and citizens of their patron cities, and consumers:
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Commercial-minded players who want to be merchants now have systems in place that actively encourage and reward their niche playstyle
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Governors would be encouraged to seek out or sponsor such groups for the benefit of their local economy
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Consumers who only see the exchange of wares as a means to an end would no longer have to dedicate as much personal time to trade and transactions
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Those who don’t want to interface with merchant guilds/companies could still use the local marketplace to buy and sell wares locally… without the benefit of the linked market view or the infrastructure provided by the merchant guild
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Merchant guilds/companies, not the player, must then execute transactions between buyers and sellers, even in other cities (thus assuming the risk of transporting goods and funds in an open PvP environment)
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Regions could generate revenue by taxing the activities of these guilds, to the benefit of city maintenance and upgrades
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Governors and merchant guilds/companies would be incentivized to have a healthy, reliable relationship; otherwise a Governor could revoke a charter or the merchant guild/company could close shop, depriving that city of linked market view… until the Governor replaces the merchant guild/company
I just thought of this today so I admit to not having all the details perfectly ironed out. However, I believe the concept is worth considering and debating.
Some additional concerns/questions I present to the community include the following:
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Should the merchant guild/company have to purchase the wares from the seller and then become the seller themselves?
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Should the seller keep the wares but pay the merchant guild/company a flat fee to list the wares and make them viewable among the linked market?
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Should the seller/buyer hire the chartered company to execute the transportation and transaction of wares and funds?
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Some sort of mini-skill or tech tree to merchant guilds/companies to better facilitate and incentivize their actions?
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In order to avoid monopolies by merchant guilds/companies, I propose imposing artificial caps on the number of charters a merchant guild/company may accept
In order to incentivize niche playstyles, merchant guild/companies should be their own organizational type, subject to unique rules (e.g. a merchant guild/company should be unable to directly siege a city).
Let’s discuss!