[MUD-Dev] Re: Black Snow Revisited
amanda at alfar.com
amanda at alfar.com
Mon Apr 15 01:23:13 CEST 2002
Jeremy Noetzelman <jjn at kriln.com> writes:
> I don't see why someone else spending money they earned (by
> spending time at a job, presumably) to buy ingame items in any way
> shape or form causes your identical ingame items to lose value.
You misunderstand. It is not the *items* that lose value--they have
no value to begin with.
In a game that is structured in such a way that certain things
(level, stats, items, whatever) denote in-game accomplishments,
commerce in those rewards devalues the time and experiences that
people spend earning them in-game. It makes it *less fun* to solve
an in-game puzzle if I can just purchase the "I solved puzzle X"
T-shirt on eBay.
Now, there are certainly other ways to structure a game--the
evidence to hand suggests that a game could be structured to allow
play at any "level" from the start and have some appeal to players.
Want to go do a quest with your friends? Create a level 35 mumble
foo and play it. The game company added additional newbie content
that you didn't get a chance to see when you were a newbie? Create
a level 4 mumble foo and go have fun. This could work quite well,
and would make "powerlevelling" and "twinking" irrelevant.
However, that's not how current games are structured.
> Perhaps you could explain why you feel this is wrong? Seems to me
> that this is just a very basic marketplace at work. You have
> something I want, I have money to compensate you for it, and we
> trade. How do you define 'earned'?
If I buy a marksmanship medal on eBay, does that make me a marksman?
If I buy a bunch of Monopoly money, can I use it the next time I
play Monopoly?
Amanda Walker
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