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I used to spend an hour every day mining ore in a “rune essence” mine-a common but valuable material used to create magical tools and spells. For example, when I played RuneScape in the mid-2000s, I made most of my money through gathering profitable materials. Where most people might prefer to pay for essential crafting materials, others opt to do the busywork themselves. Gathering and harvesting materials are another key ingredient. On the flip side, this makes it immensely rewarding to defeat other players in battle and take their goods for yourself, facilitating unique gameplay roles like the highwayman I described in a previous blog post. Let’s say that the penalty for death is dropping all equipped items for others to pick up as a result, players are encouraged to continually craft or buy weapons and armor in case of emergencies. The more punishing the game, the more essential mercantile gameplay becomes. On top of this, sandboxes require their players to invest a lot of time and effort into taking part in the economy. Items are often impermanent and subject to being lost, stolen, or traded away. Crafting often plays a large part in the daily routine, requiring players to craft, trade, and loot monsters and other players for the gear they need. In contrast to the rigid, rewards-oriented gameplay that themepark MMO economies rely on, most sandboxes make their economy the driving force behind player interaction.