[MUD-Dev] Learning from the Sims
Nathan F.Yospe
yospe at kanga.nu
Wed Mar 21 00:41:22 CET 2001
Eric Rhea <eric at enkanica.com> said:
> 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."
Pyramid Scheme Online?
--
Nathan F. Yospe email: yospe at kanga.nu nyospe at a2i.com nyospe at pacbell.net
Don't mind me, I'm just insane - there's someone else here, in my brain.
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