Should We Change The Way We Work?

Day 3,779, 14:57 Published in Australia Croatia by Nikola barun Jurisic


It's been a while since I've written a serious article regarding game mechanics or any form of impact analysis. Primarily this is down to me wanting to keep my personal opinions and slandering separate from my current position as Australian President. In keeping with this stance, this article is going to look at a game feature that a small change could have a major impact.




The feature I'm going to look at today is one of the oldest parts of the game that every players uses, a key part of two-clicking, the Work feature.


Many of the older players will remember back in Version 1 when they used to have Work Skill, the higher your work skill, the more output you produced. Without any warning, this aspect was removed from the game and players were done out of years worth of a skill being built up. Similar enough to strength, the way this aspect was implemented meant that new players would always have a disadvantage and the longer you played, the better off you would be. Clearly this has its disadvantages as well as advantages. One interesting part of the way the job market worked back then was that differing skill levels had differing wage offers.


In the current system, a player clicks work and they just work. Every click is the same and no players productivity is different. This has caused the current issue of salaries becoming incredibly competitive and a race to the top of the job market. High salaries means high prices as well as forcing smaller players out of the market as they can't compete with the economic titans. Overall this makes the job market boring and requires little to no strategy when it comes to operating a business.




How would I change this?


Add a tiered level of output produced by players. Rather than basing it on skill, base it on Energy used.


When clicking to work, a player can opt to use a choice of 10, 20, 30, 40, 50 Energy per click. Using 10 Energy will be a base but using an increased amount of Energy used results in an increased bonus production:

10 Energy: -10% production bonus
20 Energy: 0% production bonus
30 Energy: 5% production bonus
40 Energy: 10% production bonus
50 Energy: 15% production bonus



Regardless of how much Energy is used, players will be paid the salary taken on the job market or the amount set by their employer. In reviewing the amount of Energy used and its subsequent production by their employees, employers can adjust the salaries of their employees and will have to take a greater role in managing their employees to ensure they are paying them a fair salary for their production.




I believe this change would result in the job market offering salaries dropping by a large percentage to eventually plateau at a lower more affordable rate. As players take the current high paying jobs, they may have no obligation or loyalty to their employer and therefore work for 10 Energy resulting in their salaries being worth more than their production.


As a consequence their employer may fire this employee who then takes the next highest job offer. The cycle repeats itself and as a result initial job offer salaries will tumble down to where where the salary will be less in value than a 10 Energy output. It is then up to employees and employers to negotiate an increased salary in return for a larger amount of Energy consumption for a greater output.




**Please note the numbers used above are for example only and are entirely used to convey the concept without holding any real economic weight or calculations**