[MUD-Dev] Learning from the Sims
Eric Rhea
eric at enkanica.com
Mon Mar 19 14:47:36 CET 2001
http://www.thestandard.com/article/article_print/0,1153,22848,00.html
Hertz gives us some not so new, but noteworthy reminders:
"The first is that interaction design trumps graphics."
"The second lesson is that online businesses don't just exist, like
buildings, in space. They exist, like cities, in human context over
time."
I think that the psychology of their economic model is intriguing:
"More subtly, the Sims Online will allow players to bookmark retail
objects. For instance, if you see a cool chair at someone's house,
you bookmark it. If you buy the chair, a commission flows back to
the person from whom you bookmarked it, and the person from whom
they bookmarked it, as well as the creator of that object. This
motivates people to buy expensive stuff and throw parties. It also
makes it economically attractive to buy one of every chair in the
Sim universe and open a Chairs "R" Us showroom. Imagine a world
where you could earn an Amazon-style affiliate commission for every
product on your homepage it makes retail into a massively
multiplayer game."
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