[MUD-Dev] Buying benefits

Matt Mihaly the_logos at achaea.com
Fri Jun 8 04:51:21 CEST 2001


On Thu, 7 Jun 2001, Peter Tyson wrote:
> Matt Mihaley:
 
>> I'd disagree with this. CCGs are selling you the ability to
>> compete more effectively against your opponents, flat-out. The
>> more money you spend, the better your chances are.

> While if the system was set up poorly this would be an issue, it
> doesn't have to be.
 
> Using the CCG example, I know plenty of good Magic players who
> will beat you with a selection of basic cards easily available,
> and plenty who couldn't beat you with a bucket full of Mox's :)

Absolutely. I did not say that they were selling you the ability to
beat your opponents. They're selling you the ability to compete more
effectively. An idiot still plays like an idiot though. Achaea works
the same way.


> This could easily be the same in an online game. There's no need
> to sell 'ub3r' equipment. Just unusual or rare items. I am sure
> people in UO, for example, would happily pay a few dollars for
> nice new furniture for their houses, or a special item of clothing
> or a red colored sword, or any manner of things.

There's no need unless you want to make money as effectively as
possible. The margins are huge on expensive equipment, useful
equipment. It's been my rather extensive experience that the
usefulness vector is worth _way_ more to players than the rarity
vector. I don't think anyone is going to be selling a piece of
virtual clothing for $600.

 
> For small developers I think this is a great way to top up monthly
> revenues (if there are even monthly revenues!). The impact on the
> game is small, and could be argued keeps things interesting since
> there is a ready flow of new, interesting content, the development
> of which is being paid for up-front (unlike a game add-on which
> takes a few months of development and expense as well as a
> publishing deal before costs can be recovered).

I agree, that method is great for topping up monthly revenue. It's
not something to base a business on unless it's quite large scale.

 
> Furthermore, aren't expansion packs like the many EQ ones
> providing the purchasers the ability to compete more effectively? 
> There's access to spawns and quests no other player gets unless
> they buy the expansion..

Yes. I'm sure many will argue, but I don't see it as being much
different.

--matt

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list