[MUD-Dev] Buying benefits

Marian Griffith gryphon at iaehv.nl
Sat Jun 9 00:40:36 CEST 2001


In <URL:/archives/meow?group+local.muddev> on Fri 08 Jun, Matt Mihaly wrote:

> 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.

This may perhaps be true for the current crop of game players, but I
would hardly believe this is true for anything more than a minute
minority of people around.  Look at how much people are willing to
pay for an armani suit. It may be better quality, but that much? Or
haute couture for an even more extreme example.  Ever seen what is
shown on the catwalks? Most of that stuff is hardly fit to wear not
even if you do happen to have the proportions of a top model, and a
total lack of embarassment...  Some of those dresses are sold for a
whole lot more than 600 dollar.  How about adding a zero behind it,
and putting at least a 1 in front of it...  A Gaultier, a Lagerfeld
or a Misaki could very well exist in an online game for casual ga-
mers.  Fashion avatar design :) There may not be a market for it at
the moment, but as our life integrates more and more with virtual
life as currently enjoyed in muds, it is almost inevitable.


Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey

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