[MUD-Dev] banning the sale of items
Tess Lowe
tess at havensong.com
Sun Apr 16 23:59:18 CEST 2000
Ryan Palacio wrote:
> Again the issue of time vs money. In my mind, time should be the ONLY
> determining factor. As previously stated, everyone starts with the same
> amount and accrues it at the same rate. Unlike cash, which has HUGE
> variations in both accrual rate and total.
If this were true, then I would agree with your entire point of view on this
thread, but surely you must accept that people do *not* have the same amount
of time to spend on a game any more than they have the same amount of money
to spend on a game.
Why then is it in any way (ethically or otherwise) superior for Time rather
than Money to be the deciding factor in how powerful a particular player is?
The use of Money to purchase special items may well devalue your experience
as an explorer-type who uses Time resource to 'get ahead', but I could
equally well say that your use of Time devalues my gaming experience as a
socialiser/achiever, since I cannot possibly compete with those who play
24/7 and thus attempting to do so is pointless.
Personally I would like to see a level playing field where skill and talent
decided who rose to the top of the tree. But failing that I see no reason at
all why Money should be any less (or more) acceptable as a means of getting
ahead than Time is.
And of course as a game designer, I'd much rather people paid to get ahead
rather than used up my bandwidth 24/7.
~Tess Lowe
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