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As of October 24, 2005, there are 6708 items, 2825 NPCs and 10096 objects (doors, etc) in RuneScape.
Version 1: Original started out as a one man project. Developer (Andrew Gower) started work on the original game in 1998. This version was very different to the RuneScape of today. It had Isometric graphics, and was originally titled 'DeviousMUD'. This version was never released to the public, and only a few people ever saw it.
Version 2: Developer scrapped version 1, and started work on a complete rewrite in 1999. Despite being a complete rewrite, this version was very similar to version 1, with the same graphics and name. This version was released as a public beta for only about 1 week, and then withdrawn again.
In many MMORPGs, the economy becomes unbalanced over time due to inflation and can reduce meaningful interaction between players of varying level (i.e., newbies versus more powerful players). This is primarily due to the gradual accumulation of wealth and power within the game. Some MMORPGs have addressed this with varying degrees of success.
Asheron's Call, for example, uses a guild system where lower level characters swear allegiance to higher level players and generate additional experience points for them, the theory being that it is in the interest of higher level players to assist the lower players and thus increase the reward they receive. Ultima Online used to have items wear out gradually, so that there is a constant demand for crafting resources, but this need has lowered with additional items which supplement item durability over time. Many games will create items referred to as "money sinks" that might add to character customization, or give a small positive effect. Examples include houses, clothes, or collectibles.
In EVE Online the game revolves around its dynamic market driven economy that underpins everything in the game. This is kept in balance because of both consumer and manufacturing activity on a huge scale. This activity is driven by the constant desire by players to accumulate more wealth and better equipment to generate that higher income. As players move up there is a strong and lucrative internal secondhand market where players sell their older equipment to less experienced players.
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