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| | #46 (permalink) | |
| Registered User Join Date: May 2005
Posts: 421
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If it leaked out, the company would be finished. | |
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| | #47 (permalink) | |
| Registered User Join Date: Mar 2005 Location: CO, US
Posts: 349
+2 Internets | Quote:
How is it working? Do you find fewer people willing to do this knowing that they could get banned/suspended for it? Or is it turning out to make no difference at all? Have any other games done this? | |
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| | #48 (permalink) |
| Recall--Misdirection=Game Join Date: May 2005 Location: Utopia
Posts: 132
| Have an hour to spare... read Fairfield, 85 B.U.L.R. 1047 (2005); or have Zaffron send you a memo with rebuttal. Now, ...that's a "White Paper" I would like to read.
__________________ Merovingian Fires of Heaven |
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| | #49 (permalink) | ||
| Recall--Misdirection=Game Join Date: May 2005 Location: Utopia
Posts: 132
| SOE: Yes. Smed: IP? I own a few stocks in I.P., but not all of them. Quote:
Smed: No, I don't even sit on the board of International Paper, let alone control it. As for the "player", I never was a "player" though my wife did think I was one when she met me at the Science Fair in '81. Quote:
Oh, and tell your brother....he better be one rich s.o.b. 'Cause we have money to burn and lawyers out the ass. You can't even piss around here without stepping over one. Smed: Hell if I know....I just work here. Now quit interrupting me, my Blood Elf Warlock has died three times doing Beren's Peril because of this shit.
__________________ Merovingian Fires of Heaven | ||
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| | #50 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 221
+32 Internets | Quote:
Thanks. That is exactly the reason we do this, too. It really is all about the long term game health, where health = more fun end-user experience = better retention = the lifeblood of any MMO. In as much as it's an obvious removal of extra coin from the economy that would have otherwise contributed to ongoing inflation, affecting Joe Average Player in a negative way by driving prices artificially high, it's indirectly a very good thing. A signficant enough botter/seller sweep can "fix" obvious bad effects visible in the in-game markets, causing an effective market "correction" in the in-game cost of resources, bringing more things back into affordability for more people. I don't know that it's possible to specifically quantify "what would have happened otherwise" in terms of user behavior, but we definitely do influence the potential "need" people might otherwise feel to participate. Cause/effect is measurable more in terms of what people see going on with in-game currency prices for in-game resources. Too many botters, market prices go way up. Left alone, it can get bad enough to where joe average suddenly "needs" (or becomes far more tempted) to buy illegally to stay competitive, which is the vicious cycle we try to avoid at all costs. Bad for legit players. Fewer botters, market prices remain relatively stable and inflate only at the rate that the overall game economy is expected to inflate, whereby there's enough legitimate cash entry during normal play to cover "what people need" + some of what people "Really Want," yet still leave them with a feeling that there's more, interesting things to earn/achieve their way into. That's a reasonable definition of "fun" along the economic axis of the game -- You shouldn't be frustratingly poor, and you likewise shouldn't be rich to the point where there's no point to your money. Though there will always be some people in both of those situations in any game, the idea is to make sure the majority is in the happy medium between, where the "fun" lives. Reducing the effects of botters (and the illicit sales that occur as a result) is just one important part to that equation. - Scott | |
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| | #51 (permalink) |
| Fires of Heaven WoW Member Join Date: Feb 2002
Posts: 439
+9 Internets | Nope, no response to conflict-of-interest. I predict if this goes further that there will be the following phrase uttered at a dev meeting, "Well, we could fix the difficulty of x, but then it's pretty cheap to buy online. Let's fix y instead".
__________________ Fires of Heaven ****************** Who Dares Wins |
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| | #52 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 221
+32 Internets | Quote:
However, since you phrased that in terms of a development question, I'll use that as the in: That has never once been a concern/balance point that has occurred in my time on either EQ or EQ2. If anything, in a room full of developers, the hypothetical argument of: "Sure, that's annoying, but people can get around that by buying coin," would actually have the opposite effect of what you describe on all of the devs that I've ever worked with -- They'd make it a higher priority to address the problem, not a lower one. - Scott | |
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| | #53 (permalink) | ||
| Registered User Join Date: Mar 2005
Posts: 3,450
| Quote:
I remember an article by Richard Garriott talking about the pressing issues of a virtual economy. His comment was that a virtual world is like the real world. One of his main assertions was that dev teams are like the government (and that they needed to put forth fiscal and monetary policies like the Federal Reserve does for the US) in a virtual world, but many dev teams don't see themselves like that.
__________________ Quote:
Last edited by Lyrical; 02-07-2007 at 03:32 PM.. | ||
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| | #54 (permalink) | |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,197
+17 Internets | Quote:
So it seems like farmers may cause inflation inflation (due to there being an excess of gold in the economy), however simultaneously they keep prices down on mundane items (basically annoying stuff to farm) since they put so many of them on the market. | |
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| | #55 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 221
+32 Internets | Quote:
![]() Achievement-MMO economies are as much about Economy (as a big scary proper noun) as they are about "how small elements can affect the big-picture, treating what we're calling 'economy' as a holistic system that is greater than the sum of its parts." There are lots of different paths of learning that can help people familiarize themselves with that kind of thinking. Computer science, electrical engineering, anthropology, biology...and so on. An MMO economy is just one more "system" to apply that kind of thinking to. Looking at it in that light, we actually have quite a few people who have had little problem applying a wide variety of education and experience to this particular kind of system. I also think there's a very real argument to be made that trying to make an MMO economy simulate a real economy as an actual economist/designer might be tempted to do, would be significantly less fun if placed into an Achievement-oriented MMO. An achievement oriented game where you have a more reasonable chance of becoming part of the "okay-to-well-off" set than you do in the real world is more likely to be equated with "fun," and "real" economies are traditionally less fun than what's found in most MMO's I've played. (personal opinion) They certainly tend toward having fewer people who feel like they're doing well. - Scott | |
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| | #57 (permalink) | |
| Fires of Heaven WoW Member Join Date: Feb 2002
Posts: 439
+9 Internets | Quote:
__________________ Fires of Heaven ****************** Who Dares Wins Last edited by Creediki; 02-07-2007 at 04:02 PM.. | |
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| | #58 (permalink) |
| Registered User Join Date: Jan 2003 Location: London
Posts: 414
| Good subject & I for one woudl love to see comments from other companies' devs on this. I would be stunned if the SOE Exchange service wasnt a matter of interest to many other companies. |
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| | #59 (permalink) |
| Banned Join Date: Nov 2003 Location: n/a
Posts: 1,607
+1 Internets | So from my understanding, for a full year SOE made abut 1/4 million dollars off the exchange. Had you added only 1,000 more subscribers for the year you would have made about the same. It seems to me you would make more money working on the quality of the products you are involved in rather than trying to whore off secondary pixel sales. You will never generate the money companies like IGE do for several reasons. First IGE pretty much "sweatshops" and second, the "blackmarket" will always undercut the "official" market. |
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| | #60 (permalink) | |
| Registered User Join Date: Apr 2005
Posts: 98
| Quote:
Do I think this is a conflict of interest? Yes if it's game impacting and it's us selling it directly in the CURRENT generation of games. Players selling to each other... I think on SE servers it's ok because the players in that community choose to participate in it. No if it isn't on those servers. In general I think all bets are off for the future because there are all kinds of cool things players could build and sell to each other. I just think the games need to be designed from the start with that in mind and that the community as a whole sees it as a positive thing. That's why we're not doing it in our other current games and why we're not moving it to other servers in EQ II. What kinds of things could I imagine in the future? No sub fee games with a lot of content creation options that players can choose to buy.. stuff that doesn't impact the game itself. I think that could be a very reasonable tradeoff in future games. Do you really care if somebody buys a hat that makes their character look different? Probably not. But you do care if you can by the magic sword of buttkicking and use it in PVP. There are lines that are probably reasonable to draw and we'll see how they go. Smed
__________________ John Smedley President, Sony Online Entertainment | |
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