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Old 03-10-2005, 10:38 AM   #1 (permalink)
Lenardo
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Thoughts on this one.,...about the Xbox 2...

According to CNN the microsoftis going to support the selling of ingame items for the xbox2.

the article is here..
http://money.cnn.com/2005/03/09/comm...ex.htm?cnn=yes

the pertinant part is this:



Microsoft also plans to greatly expand its online network in its next generation, letting players and developers form their own marketplace, selling in-game content for real-world cash via small micro-transactions. Racing game enthusiasts, for example, will be able to buy a faster car to give them an edge in the game for a slight bit more, should they wish. Similarly, players who design, say, clothing or tattoos for their own characters will be able to sell those to others.

This is something of a departure for game developers. While there has been a thriving market for in-game items for some time on eBay and other auction sites, game companies have typically frowned on the practice. Currently, massively multiplayer online games, such as "EverQuest" and "World of Warcraft" see the biggest demand, with sales of advanced in-game characters reaching several hundred dollars.

The marketplace will also allow developers to publish games one "chapter" at a time, which could cut development costs and increase the flow of new gaming content. Episodic content has been attempted before on the PC (with limited success), but never for the larger console audience.
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Old 03-10-2005, 10:47 AM   #2 (permalink)
Salizar
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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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Old 03-10-2005, 10:47 AM   #3 (permalink)
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The marketplace will also allow developers to publish games one "chapter" at a time, which could cut development costs and increase the flow of new gaming content.
This is already being tested on XBox live. You can buy song packs, certain lvls, etc. Although I havent heard any exact figures.

The only downside I see to this type of practice is that the console market will soon become like the PC market, in the respect that they will ship the product early and unfinished, knowing they can patch it later to correct any bugs.
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Old 03-10-2005, 10:58 AM   #4 (permalink)
Szlia
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Quote:
Episodic content has been attempted before on the PC (with limited success), but never for the larger console audience.
El Dorado Gate says hello!

You would think a decent journalist would know to not use "never" on a subject he is not expert at.

Anyway, the business model of selling in-game goods or bonuses as side revenues for your games will be a tough one to force on the players I think. Maybe it can work on stuff like the Sims where you would be able to buy some specific pieces of furniture or some specific garnements. That is on an audience that has no pre-concieved expectations (a pleonasm I guess, but well...) of what should be the way they consume the game.

All I can tell you is that, as a consumer, when I saw I could buy weapons with credits in... Double Dragon 3? Yeah I think it was Double Dragon 3... My first thought was not "What a cool idea!", it was "What a bunch of greedy bastards!".
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Last edited by Szlia : 03-10-2005 at 11:00 AM.
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Old 03-10-2005, 11:25 AM   #5 (permalink)
Kan
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i have no problem at all with selling in game items/gear/chars for any game, hell i have sold multi chars from EQ myself. I dont see why Blizzard is going so insane over it , it surprises me that the Blizzard kids are going so crazy as well considering Blizzard games have had some of the biggest markets for buying in game items via RL cash.
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Old 03-11-2005, 12:49 AM   #6 (permalink)
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Could be cool, usually is not.

Last time I checked it is not so revolutionary to pay money for an "expansion pack." Just because you're paying, on average, more money for less content makes it shitty, not "awesome and new." Oooh, pay for a new level! Huh?
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Old 03-11-2005, 10:01 AM   #7 (permalink)
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..

That sure is good way to ruin console gaming.

Just got a new copy of Need for Speed or GT6 for the Nextbox? played thru it? got all the special mods?

Then go jump online and get blown out the box by someone that spent additional RL "bling" besides the initial $50+ dollars.

Not for me thank you..I maybe actually forced to go back to playing Sony's council till they fuck up like Microsoft.
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Old 03-12-2005, 07:34 AM   #8 (permalink)
EnigmaticParadigm
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Not for me thank you..I maybe actually forced to go back to playing Sony's council till they fuck up like Microsoft.
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Old 03-14-2005, 11:51 AM   #9 (permalink)
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Originally posted by Cybsled
The only downside I see to this type of practice is that the console market will soon become like the PC market, in the respect that they will ship the product early and unfinished, knowing they can patch it later to correct any bugs.
Welcome to the future. That's the only way games will be sold cheap. Get used to it.
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