Roger Hicks wrote:
>Currency

We've had a currency-based game before.  It doesn't really work, because
there is no scarce commodity to represent by a currency.  The closest
thing we have to a scarce commodity is relative voting power, which
we already play with via VLOP and VCs.  VCs are not really currency,
because they're not transferable, but that makes things more interesting,
and most of the effects of transfer can be simulated using contracts.
We certainly don't need a new fiat currency.

You can, of course, construct a fiat currency using a contract.  I suggest
that that's the place to try things out, if you have a nifty idea that
uses currencies.  We can always upgrade a contract-defined currency to
be rule-defined if we want to later.

-zefram

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