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| Isupreme
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| Joined: Jul-26-05 |
| Posts: 90 |
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Topic Posted: Aug-10-05 08:36 PM
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Now here is a Big can of worms.
Should players be allowed to buy and sell game items? The basic battle shapes up like this.
In this corner in the red trunks, weighing in at 300 million pounds....... The Consumer! And in the green trunks, we are prohibited from describing, showing pictures of...... the Game Creators. Our last heavyweight showdown resulted in a KO Knock Out punch by consumers. The Game Creators put up a good fight but in the end opened their own marketplace where gamers can buy /sell game items. Yes recently a Very Big MMporpg gave in and conceded that they couldnot stop this activity. What will happen next in this wild arena? Will game creators realize that consumers want to buy and sell? Will they find wisdom in this path? Or will they continue to resist the awesome muscle of THE Consumer!!!!!! Tune in for the latest in Heavyweight battles as our 'man in the streets' interviews gamers who are Upset by the actions of their fellow consumers. They feel like buying an elite sword should be stopped at ALL costs. Will this rebellion cripple the Consumers? Tune In !!!!
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Reply Posted: Oct-1-05 01:53 PM
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I'm currently playing the Star Wards Battlefront II Beta. It is really
fun. I can't tell you how rewarding it is to play hard for the first
five minutes, and once you're on top, you get offered (depending on the
faction you are playing as): General Grevious, Obi-Wan, Darth Vader,
Princess Leia, Yoda, Boba Fett, or Han Solo.
My whole reason for mentioning this is the dynamic in the game is
pretty neat. You have a clean slate upon entering the map, but the
opportunity to achieve high honors in a short time. The same goes with
the regular gameplay, to a lesser extent, but not insignificant. During
a gameplay session, players get rewards based on accomplishments. I
like to use a shotgun, because up close it is very powerful.
After 4-6 successive kills on a single life, the game awards me with a
more powerful shotgun for a certain amount of time. The final release
of the game is going to have legendary reward system that allows
players that go on a real hot streak to keep the upgrades they earn
forever.
It parallels the rewards for MMOs and paradigm of allowing people to
feel rewarded, but it does not totally separating the rest of the
players from achieving great things as well. A specific example in the
beta would be my ability to be playing real well, but a player that
out-thinks me and defeats me has an equal chance at any given time.
Planetside was neat in that aspect, you had some degree of honor and
accomplishment, but you were not put in an insurmountable
position.
-Sentientv2
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Xenite
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| Joined: Oct-27-05 |
| Posts: 17 |
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Reply Posted: Oct-30-05 05:02 PM
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Is it bad? Yes. Can it be stopped? Not really.
The selling and buying of virtual resources has become big business, One can see this by the huge volume of auctions on ebay, and game commerce sites that selling nothing but virtual money. Take Lineage2 for example, good game and a large community.... But totally ruined by the selling of adena (lineage gold). NCSoft claims to be fighting it, but fact remains the steps they have taken are inefective. You see low level characters maxed on on weapons and armor. And then you have the adena farmers, asians based in china playing only for the sole purpose of collecting adena wich they turn over and sell for cash. What makes that a problem is they are grief players who viscously defend areas as there own, after all it's their livelyhood. With that said, it's never going to go away. If NCSoft cant stop it (the largest online gaming company in the world, btw.) Then none can. Blizzard has tooken the stance thats it's not even worth trying to prevent it.
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Reply Posted: Mar-31-06 06:25 PM
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I know this is an older topic, but I was wondering what cons you guys think would arise from a game with no coinage system, only an item based bartering economy. I was thinking about how something like that could avoid the problems Xenite had mentioned. You would have local economies throughout the game world (granted access between these economies were limited based on in-game travel time and geographical limitations) that are all setting the precedent for the value of one item over another. I know the game Asheron's Call 2 was not a huge success, but it's economy system was enhanced by a lack of NPC's. If you wanted a good item, you needed to front the coin (you could transmute items into coin at any time) to another player that was skilled at crafting. It also enriched the experience because you could benefit from friendships fostered in the game, garnaring better rates and favors, perhaps bringing them raw materials when they needed, etc.
Like I said, I would welcome any cons you see to this format. As an aspiring designer, I'd like to find some new ways to avoid the pitfalls of past endeavors.
Take care,
Sentientv2
p.s. talking with my girlfriend before submitting this, I suppose people could still sell the items for a real world amount. Now the sub-question would be how to make this amount not stand up over time, so the need for players to seek these items out on ebay, etc. is lessened as much as possible
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Isupreme
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| Owner |
| Joined: Jul-26-05 |
| Posts: 90 |
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Reply Posted: Apr-29-06 11:41 PM
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you are wrestling with some big monsters. :) more power to you.
I cant comment on the no coinage thought.
This may be a simplistic thought, but it relates to the issue.
has anyone tried having all items assigned to the individual that gets them? I suppose this is harsh, but if you could only use or sell for coin your items, then a lot of the wind is taken from the sails of item farmers. That sweet sword cannot be used by another player. period.
Would this increase player ownership of characters they are growing because that is the ONLY way they get special items, beyond basics bought from npcs?
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