| Inital reaction:
Theres a BIG difference in selling items from a social/game than selling items for a competitive/game.
Another way of looking at this is MMORPG are more about time investment. Selling items has always been equated to selling time. Anyone can get uber bad ass given the same amount of time as someone else. EQ and WOW are not reflex games...
Selling items in the game never changed playing field for anyone else...
Selling a faster engine or some other grap in a purly reflex game suddley removes the common underlying element of the game and now it becomes something else...
Then Again:
Remove the monthly costs normally associated with a MMOG and add direct costs for in game items. The monthly costs would most likely even out.
Those that want to excel more will pay more...
When EQ came out I remember alot of talk around the idea of charging different rates depending on time spent on line. The End result would be this.
This could be the devil or it could be a sign of a maturing MMO Market...
Last edited by Salizar : 03-10-2005 at 11:03 AM.
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