[MUD-Dev] banning the sale of items

Raph Koster rkoster at austin.rr.com
Tue Apr 18 16:43:43 CEST 2000


> -----Original Message-----
> From: mud-dev-admin at kanga.nu [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Ryan Palacio
> Sent: Monday, April 17, 2000 9:24 AM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] banning the sale of items
>
> Actually, after long thinking (specifically after the Simutronics issue
> arose), I have come to the conclusion that *premium service* is the way of
> future (and past) for MMORPGs.  Guess that means Simutronics had it right
> all along ;).

Actually, Elonka said that they were not seeing sufficient return from the
highest tier (platinum?). This despite surveys run beforehand which
indicated a much larger market than actually materialized.

I am disappointed nobody picked up and ran with my analysis of eBay auctions
earlier. :) I really do think that a lot has to do with what you sell/is
sold. And I think that this applies equally well to the Simutronics wedding
example, or to Achaea. Yes, it's a commercially oriented analysis, but if
you have similar goals to a commercial endeavor (eg, long player lifespan,
growing population, etc) then it probably also applies. To state it overly
simply:

- It's OK (even good!) to sell anything that keeps players playing longer
(extends retention).

- It's bad to sell anything that shortens a player's lifespan.

Examples of the former include houses, weddings, quests, social events, and
access to higher levels of the game.

Examples of the latter include items that quests must be performed for,
levels or experience, or anything else which results in the player actually
playing less.

> However, unlike the Gemstone III example, I believe this
> premium service will come in a manner less similar to renting an expansion
> and more along the lines of subtle advantage with exclusive and
> prioritized
> service.

The things players most often cite in saying they'd be willing to pay more
money are:

- better service
- more personal attention
- less other players

> > I have come to believe that twinking is a
> > good thing and should be institutionalized. If anyone asks, I'll explain
at
> > length. ;)
>
> <--- asks :)  This has been a subject of eternal debate in the office and
> perhaps a fresh perspective will shed some light on unexplored aspects.
> Perhaps this warrants another thread?

Probably. I'll answer there. The logic is pretty simple.

-Raph




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