[MUD-Dev] Buying benefits

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Mon Jun 11 11:52:56 CEST 2001


> -----Original Message-----
> From: Marian Griffith [mailto:gryphon at iaehv.nl]

> 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.

I've been playing the latest beta of anarchy online, and
interestingly, there are tonnes of clothes that have no function
other than fashion. They are described as if they were pieces by
fictitious designers. I nearly had to buy a pair of tiger stripe
trousers last night, but funds were a bit tight :) They have shops
full of nothing else but designer clothers.

Of course, AO doesn't require the use of real money to buy items,
but to me thats a seperate issue anyway. Online games cost money and
time to run, so how you finance it is almost immaterial (although
personally I dislike the idea that by spending more money, people
can beat me (like you said in another post, I'm a bit of an
achiever.))

Dan

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