[MUD-Dev] [News] Virtual goods--Oh, the controversy!
Jeff Fuller
jeff at originmail.com
Mon Apr 12 13:54:52 CEST 2004
Marian wrote:
> Both the companies selling things and the players providing them
> must sell ever more items for less money, or they must begin to
> control the production. Players whose income depends on their
> ability to come up with a rare piece of armour, or hundred
> thousand gold pieces, will need to bring in more and more
> resources just to earn the same income. Or they will start pushing
> out the competition This means that the less dedicated (desperate)
> players will get forced off the content that is profitable for the
> professional players.
This is a very good point. When you have a company like IGE hiring
40-100 people to do nothing but farm items, how long before they
figure out that they can and need to lock certain areas to control
the flow of items? How long before they build raids 24/7 to control
high end content? Didn't I just read about them hiring players in HK
and the US? That would certainly give them 24/7 access to highend
content. Take that another step beyond, could they lock and then
sell access to that high-end content?
I can see this becoming a reality if they ever find their market
wobbling. Espescially when your talking a multi-million dollar
buisness. Who knows it might already be a happening.
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