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1A1a Gaming Discussion Forum

Forums > General > Selling of game items ~~ good or bad?
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Isupreme
Isupreme
Owner
Joined: Jul-26-05
Posts: 90
Topic Posted: Aug-10-05 08:36 PM
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 !!!!


Author Message
Isupreme
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Joined: Jul-26-05
Posts: 90
Reply Posted: Sep-10-05 08:38 PM
And what is with Ebay anyway? 

If they will self sensor themselves for others why dont they stop the selling of game items?   I mean, they say all the time that they will obey laws, and yet  the selling of these items is considered illegal.  why do they allow it?


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Maher
Member
Joined: Sep-7-05
Posts: 8
Reply Posted: Sep-11-05 07:09 AM
Selling of game items seems like a bad idea to me  i mean people can make a living off your game,  but on the other hand it can't do much harm if it doesn't happen often, but i would say its a bad thing


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Sentientv2
Member
Joined: Jun-19-05
Posts: 58
Reply Posted: Sep-22-05 12:07 AM
I don't think it's good. If you've read any in depth articles on this industry that has popped up in Asia and in Eastern Europe our fervor for these easily acquired game assets is fueling a gaming sweat shop craze over there. I am probably underestimating this, but I think it was $200 million in 2004. Anyways, I think that each player should have their unique identity to their experience. I haven't thought this through so I could see everyone's take on this, but why not make items non-tradeable if they hold any significance. Please feel free to comment, I intentionally left myself open for counter-argument.

Could it be our experiences are not fulfilling enough to be played and now we're breeding a group of gamers that feel a need to spend their real life money to catch up with the hard core's status quo? This is spoken from my perspective, and I have bought game currency in a game before. That's my rationalization of my decision to do it.

-Sentientv2


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Isupreme
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Joined: Jul-26-05
Posts: 90
Reply Posted: Sep-25-05 07:32 PM
It would be interesting to see  a game where you couldnt trade significant items.   I think it would do what you intend:  each characters experience would be unique, or feel unique.
 
The issue you raise about gamers that feel a need to catch up w hard core....  i think thats very real.  I feel it.   Its like:  if im not doing the uber path i am wasting time.    The beta testing community is simply awash with hardcore gamers and then they are first in game with all the advantages of familiarity.   It is hard as a casual gamer to not be effected by such.


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Sentientv2
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Joined: Jun-19-05
Posts: 58
Reply Posted: Oct-1-05 01:53 PM
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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Isupreme
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Joined: Jul-26-05
Posts: 90
Reply Posted: Oct-6-05 09:30 AM
 You have a clean slate upon entering the map, but the opportunity to achieve high honors in a short time.
 
I have wondered why there arent rp games which utilize this  idea.   Why must mmporpg be long affairs?     Why cant  we all show up, fight and raise up our ablities fast, have a good battle where  a winner is decided and do it again?   I know this is rather fps-ish, but i think it has possiblities.


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Sentientv2
Member
Joined: Jun-19-05
Posts: 58
Reply Posted: Oct-7-05 02:09 AM
I think the experience as a whole (the sum of all the time a player has developed)  in a typical role playing game is what is defining the experience. As I'm typing this, the idea of episodic battles seems like a possibility. I am trying to come up with an idea, but I think the only ones I have are extremely strong parallels to Guild Wars and their format. It's almost like a hybrid of an mmo play (free roam character development with quests) and then you have an infrastructure similar to what Blizzard gave the players in their BattleNet system. You have rankings, quick missions, and similar to BattleNet, the game is free. I heard they just hit 1million or 2 million sales. Anyways, just wanted to keep the conversation going, it's great to exchange these ideas and broaden our invidual perspectives. Take care.

-Sentientv2


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Xenite
Member
Joined: Oct-27-05
Posts: 17
Reply Posted: Oct-30-05 05:02 PM
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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augmento
Member
Joined: Sep-12-05
Posts: 200
Reply Posted: Dec-9-05 08:51 AM
usually players will buy and sell items for cash when they have found it too boring to actually play the game and get the item. the problem is that even if 90% of your players never get involved in these transactions because you have a well designed game. you still have the 5% who happily garner items and cash to sell to the 5% who are willing to buy them.

some games like project entropia, there, and 2nd life have gone full into real dollar values for all in game assets. this makes sense if you want to cut out the middlemen but once you involve real currency you take away some of the fun of its just a game.

i think the best solution is to offer your in game currency at a ridiculously low real world price so that no one would ever seriously pursue in game cash farming and restrict how many times an item can be traded in game or restrict them to subsets of the ingame community. i.e. dwarven armor won't fit any other races in a fantasy game.


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Sentientv2
Member
Joined: Jun-19-05
Posts: 58
Reply Posted: Mar-31-06 06:25 PM
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
Owner
Joined: Jul-26-05
Posts: 90
Reply Posted: Apr-29-06 11:41 PM
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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