![]() When the Federal Reserve lowered interest rates to zero (Zero Interest Rate Policy, ZIRP), it weakened the dollar relative to other currencies. dollar (USD) is the global economy's primary reserve currency. The core of Triffin's Paradox is that the issuer of a reserve currency must serve two entirely different sets of users: the domestic economy, and the international economy. The Federal Reserve, Interest Rates and Triffin's Paradox (November 19, 2015) Understanding the "Exorbitant Privilege" of the U.S. Which brings us to Triffin's Paradox, a topic I've covered for many years: While all eyes on fixated on global stock markets as the measure of "prosperity" and "growth" (or is it hubris?), the larger force at work beneath the dovish cooing of central bankers is foreign exchange: the relative value of nations' currencies, which are influenced (like everything else) by supply and demand, which is in turn influenced by interest rates, perceived risk, asset purchases and sales by central banks and capital flows seeking the lowest possible risk and the highest possible return. It might be “realistic”, but keep in mind that you are trying to entertain people here and useless timesinks tend to do the opposite of entertain.The reality is that we're one panic away from foreign-exchange markets ripping free of central bank manipulation. Casual games are often expected to have less in the way of time sinks, and hardcore games to have more, though this is not a hard and fast rule.Ī good timesink has you interacting with the game on some level, earning some level of enjoyment or moving the story along. What is considered a good balance depends in part on the type of game in question. A number of criteria can be used to evaluate use of time sinks, such as frequency, length, and variety (both of the nature of the time sink and the actions taken to overcome it). However, if not enough time sinks are implemented, players may feel the game is too short or too easy, causing them to abandon the game much sooner out of boredom. Excessive use of time sinks may cause players to stop playing. Implementing time sinks in a video game is a delicate balancing act. Time sinks are often associated with hardcore games, though whether this is a positive or negative association depends on the context. Game designers must be prudent in balancing efforts to produce both involving gameplay and the length of content that players expect. In most games, boring and lengthy parts of gameplay are merely an annoyance, but when used in subscription-based MMORPGs, where players are paying recurring fees for access to the game, they become a much more inflammatory issue. For example, one Slashdot article describes time sinks as "gameplay traps intended to waste your time and keep you playing longer". Many players consider time sinks to be an inherently poor design decision, only included so that game companies can increase profits. Time sinks can also be used for other gameplay reasons, such as to help regenerate resources or monsters in the game world. ![]() Players may use the term disparagingly to describe a simplistic and time-consuming aspect of gameplay, possibly designed to keep players playing longer without significant benefit. In massively multiplayer online role-playing games (MMORPGs), time sinks are a method of increasing the time needed by players to do certain tasks, hopefully causing them to subscribe for longer periods of time.
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