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| | #16 (permalink) |
| Has a pocket full of shells. Join Date: May 2003 Location: Cali.
Posts: 614
| First off, I would like to congratulate you on having the foresight to experiment with the future recognition of player rights in virtual property. Im curious Mr. Smedley if this service was a way to prepare SOE for the very likely possibility that virtual game players will be deemed to have some measure of rights in virtual property they "create". I think in some measure it is, and I salute you, for once again proving that you are ahead of the curve. (despite what some might say ) A couple points and questions on this: 1. The possibilities are limitless for game developers who realize that allowing their players to own and trade in game virtual property are limitless. It is the future. 2. Did you consider the potentially negative effects these RMT servers would have on any future legal battles regarding players virtual property rights? (ie SOE has all but recognized they exist and that such rights are valuable) I have not read the contracts or EULA's for that server, but as I have argued in other posts on this board, they are meaningless if they fail to recognize the virtual property rights of the player. They might as well be ripped, torn and burned for multiple reasons which I wont explain because I get paid to do that, but im sure SOE is aware. 3. It appears that one of your main arguments against some form of widespread recognition of player virtual rights is that a game must be designed with such capability from the start. I think that very well may be valid, but for different reasons than you stated in the interview. I think game developers should be held to bear some responsability for the stability of a virtual world, a world where its players share in the ownership of the virtual property. It can work. |
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| | #17 (permalink) |
| Registered User Join Date: Aug 2006
Posts: 9
| I certainly don't think this issue is black and white, but catering to people "who have lives" in this mannar would most likely be dangerous in the "raiding" MMO market. While WoW has proved that there is a significant "casual" fan base out there, I would be hard pressed to agree that they are the ones buying the majority of the gold. My point, being this post, is that I would bet casuals have a much shorter subscription time period, promote a game far less, and buy the least amount of 3rd party goods, so why cater to them? Over time your going to disenfranchise the hardcore, long-term base and the casuals will move on. There will be little clout gained by SoE by going this route, IMO. Last edited by Shodai; 02-07-2007 at 10:57 AM.. |
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| | #19 (permalink) | |
| Registered User Join Date: Apr 2005
Posts: 98
| Quote:
In addition, we're aggressively spending money on combating farming. Yes it's a real problem and we're not going to sit by and watch people ruin our games. Smed
__________________ John Smedley President, Sony Online Entertainment | |
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| | #20 (permalink) | |
| Registered User Join Date: Apr 2005
Posts: 98
| Quote:
Smed
__________________ John Smedley President, Sony Online Entertainment | |
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| | #21 (permalink) | |
| Registered User Join Date: Apr 2005
Posts: 98
| Quote:
So this was the big question - would we lose a bunch of people from this, and the answer was no. The longer term impact is something else we were worried about, but because of the way we implemented it (on specific servers) I don't think this turned out to be as big a deal as people thought it would be. I can't go into details, but the percentage you had isn't on-target. In any event, we needed to try something. This is about how we steer the future of MMOs and what involvement RMT has in it. Smed
__________________ John Smedley President, Sony Online Entertainment | |
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| | #22 (permalink) | |
| Registered User Join Date: Apr 2005
Posts: 98
| Quote:
Smed
__________________ John Smedley President, Sony Online Entertainment | |
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| | #23 (permalink) | |
| Registered User Join Date: Apr 2005
Posts: 98
| Quote:
Smed
__________________ John Smedley President, Sony Online Entertainment | |
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| | #24 (permalink) | |
| Registered User Join Date: Sep 2006 Location: Spangdahlem AFB, Germany
Posts: 164
| Quote:
I miss my toon alot.. But im glad i didn't ebay it.. I loved the fact it changed the name and transfered the toon with no real hassle | |
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| | #25 (permalink) |
| Registered User Join Date: Sep 2002
Posts: 4,879
| I supported this when it was announced and I still do. I don't participate in any buying or selling at all, though. Either you control the market yourself and make profit or you allow companies like IGE to profit off of your game. There is no option of, "I'll condemn buying and selling so companies like IGE go away". |
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| | #26 (permalink) | |
| Registered User Join Date: Aug 2006
Posts: 210
| Quote:
__________________ Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos in Everquest 2 Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest in Everquest 2 Calaglin, Illusionist/Guild Leader of Equestrian Prep on Unrest in Everquest 2 | |
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| | #27 (permalink) |
| Registered User Join Date: Sep 2002
Posts: 4,879
| Oh...and as for the idea that making something illegal automatically means activity increases...that simply is not true. Making pot legal doesn't mean thousands or millions of people will suddenly start smoking pot. Making buying/selling on all servers legal doesn't mean tons more people will start doing it. You can easily do those things now with very little risk. People on this board buy gold all the fucking time. People who are inclined to participate in this market are already doing so, legal or not. My choice to not participate has zero to do with it being against the rules. |
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| | #28 (permalink) | |||
| Defenately Rediculus Join Date: Aug 2005
Posts: 597
| Quote:
Quote:
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Last edited by redjunkopera; 02-07-2007 at 11:50 AM.. | |||
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| | #29 (permalink) | |
| Sly. Join Date: Mar 2002 Location: Florida
Posts: 898
+31 Internets | Quote:
...like having trade-crafters/raw resource gathering, etc being paid in real-world currency (instead of in-game currency) by players (via a PayPal-type method?), and building a player-consumable game model dependent on the consumable trade items (?) If I have this correct, please let me know... Would players have a taxable income? ...and what's your cut? | |
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| | #30 (permalink) | ||
| Registered User Join Date: Aug 2006
Posts: 9
| Quote:
Quote:
There are other ways to increase revenue, and they're called investing in your employees, hiring talented people, and creating GOOD games. The market has been expanded for you, by Blizzard, so why not try to capitalize that by not shoveling out unfinished products such as Vanguard and EQ2, and instead garner subscriptions and mind share through quality...Also, as a quick aside, good luck getting A+ developers if your popular opinion is in the pits. All of this is circular and interrelated...long term... You can increase revenue however you want, but I would seriously consider as to whether or not your strategy is self-sustaining. Last edited by Shodai; 02-07-2007 at 12:06 PM.. | ||
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