[MUD-Dev] banning the sale of items
Ryan Palacio
rpalacio at verant.com
Sun Apr 16 20:03:34 CEST 2000
Christopher Allen wrote:
> I ask because we are seriously considering charging a one-time fee for
what
> we call "the gift of fate". It would be different for different games, but
> the the idea would be that someone could get up to speed enough to
> participate in the community.
I think the exact opposite will happen. Despite being "twinked" perse,
the user is still a newbie. Newbie by definition does not understand
his/her environment or how to act accordingly with any established in-game
society. This cannot be learned via purchase - only time. Those that are
twinked (as mentioned before) tend to be the butt of jokes. Typically they
are not socially accepted. People taking time to adventure and level
together is what bonds community. Not mere character status. How can one
contribue if one is ostracized and ridiculed? How can one contribue if one
can hardly find their way around town? How can one contribute if what was
accomplishable in effectively a handful of hours of play time (ie "by a low
level player") needed to be purchased?
If on the other hand you are looking at those starting a second (or
later) character, you might get a few bites; but those that have played
before (in a twinkable environment) will just have their already established
fellowships twink them and save a few dollars. Besides, if items have a
significant worth in your game, they will just transfer higher level
equipment over and accelerate themselves up the proverbial ladder of
success.
Just my 2 copper...
~Ryan Palacio
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