[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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