Virtual/Real Currencies (was: RE: [MUD-Dev] [NEWS] Gaming Open Market)

Scott Tengelin slyfeind at yahoo.com
Sat Jul 3 15:26:41 CEST 2004


--- "Freeman, Jeff" <jfreeman at soe.sony.com> wrote:
> From: David Blankley

>> A) For the same reason we don't have a single currency worldwide
>> -> a currency allows you to control your economy.  When you are
>> pegged to someone elses currency your economy is subject to the
>> whims and vagaries of their monetary policy.

> This is an argument for keeping game currency away from real money
> altogether.

As fascinated as I am that people assign real-world cash values to
virtual items, it's definately understandable how game companies
would want to keep that from happening. Now, I'm sure someone else
has thought of this before, but...what about implementing some kind
of "player gold" in a game? Every day that an account is active,
that account receives maybe 10 "Funny Money" (or whatever). That
money can only be traded to other players, for in-game loot.

Naturally "Funny Money" could end up as yet another item on eBay,
but maybe this is the seed of an idea to curb this activity?

=====
-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=
Scott Tengelin
 Writer, Actor, Sound Designer, Gamer
 Yadda, yadda, yadda.
 http://www.angelfire.com/wa/slyfeind
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