Today’s MMO economics lesson is about “relationship-specific investments.” These are investments made to satisfy the requirements of a particular customer. Examples might include a skill or spell you learn for a specific friend, a company that makes parts for one auto company, or getting your hair cut the way your significant other prefers. In MMOs, the most common example is that of support classes, those who advance by investing in others.
Should you play a dedicated healer or support class? Should you include them in your game design? Conveniently, people have been thinking through these issues in other contexts for decades, so let’s apply their work to our hobby/industry.