[MUD-Dev2] [DESIGN] *Starting* Real Currency Based Worlds
ghovs at plex.nl
ghovs at plex.nl
Sat Sep 30 19:11:31 CEST 2006
Nick Koranda wrote:
> I can see a real currency world existing pretty easily if all players
> paid a fee, I think it just gets tougher when you allow players to
> play for free as well and still let them earn money.
Project Entropia is theoretically playable without putting any money in
at all. However, it's a very painful way of starting out, and the
attrition to your funds while using armor and/or weapons is pretty
steep, so you'll have to be a bit lucky to get anywhere without
investing any money.
Conversely, it allows you to put in as much money as you want, limited
only by how stupidly you waste your booze^Wrent money. You'd only really
need one or two players with a six-figure income who like being rich in
a virtual world too, and your bandwidth is covered.
Given that it's played by thousands, those few who insist on not putting
in a single dime aren't that much of an impact and all of them could
cave and pay a little bit at any time.
While I don't know their exact income figures, I do know that Project
Entropia operates at a profit, and also has financial room to develop
their game further.
Even in games which have an official policy of forbidding RMT, there are
players who will sometimes spend in the range of 1000-2000USD to get
themselves set up well. The temptation of not having to grind a million
years is far too much for people with a lot of spending power. It's more
baffling that there are developers who actually don't want that money,
if you look at the financial picture.
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