buzzard
12-15-2005, 12:57 AM
Ok I posted in a thread on the main boards about this but it was drowned out by Gold Buying/Selling = Bad end of discussion.
I'll start off by saying I hate the black market gold selling in games, I am not in favor of it, and I hope Sigil does their best to foil it. But it is here and its not going away and I believe that this must be recognized by game developers as they craft their games.
My main problem is with money-sinks, specifically money-barriers that hinder character development, progression, or block content. I do understand the perceived need for them (though I'm not totally sold), and I have no problem with minimum usage of them. Rent/maintenance on houses comes to mind as very acceptable as long as its reasonable.
____________________
Ill start out with the example of mounts since they have been used in several games as large high-end money-sinks. So lets say there is one mount that is far superior than other mounts but costs a very large sum of money. Its faster, gives the character bonuses, and just generally makes the character better. Which of course makes it highly desirable to all players and almost a necessity in the "Must keep up with the Jones's" attitude that develops in many MMORPGs.
Now the developers may intend for players to save up for this mount through normal play and expect only high level characters to be able to save enough money to acquire it. But lets be honest thats not what happens. Players will want it as soon as possible so generally what happens is:
1. Players will Farm for the money to buy the mount (instead of saving over a period of time).
or
2. Players will turn to the secondary market Gold Sellers to acquire the money and mount. (I'm not talking about you specifically ;) , but a notable percentage of players)
When #2 happens not only has a market been created for the Gold Sellers (which is bad) but you also end up with overpowered lower-level characters (also bad).
To think of it another way, just imagine if the mount was only quest-able.....
Mighty-Mount Questgiver: "Go forth and kill 2000 green conned mobs and then return to me for you shall be rewarded!"
Gah, that would be the lamest quest ever, but in essence that is exactly what it boils down to for most players. Is it any wonder that lot of players turn to the secondary market?
____________________
My second example is a harsh Money-sink.
I played a MMORPG where there were armor repair costs. Unfortunately I played a tank and my repair costs always exceeded the money I acquired. I was always flat broke and I hated to ask others for money so I could repair, made me feel like a beggar even though I was forced to often. So I farmed and I hate to farm. I was having to farm 1 hour for every "real" hour I played.
I ended up quitting after 3 months even though I really enjoyed when I "played" the game.
Now I didn't buy an gold, but again this sort of Money-sink only creates a market for the Gold Sellers. Its a motivator.
____________________
I know that many of you will think that players that use the secondary Gold Market are just cheaters and will buy gold no matter if there are no Money-sinks and Money-barriers in the game, and you would be right. But I believe that Money-barriers only increase the market and that the game makers use of them only enlarges the problem, and the developers need consider them.
In conclusion, the game mechanics can produce a market for Gold Sellers and game developers should take note of it. In the battle against the prevalent out-of-game Gold Market it only makes sense.
(Sorry for the overly long post, heh)
I'll start off by saying I hate the black market gold selling in games, I am not in favor of it, and I hope Sigil does their best to foil it. But it is here and its not going away and I believe that this must be recognized by game developers as they craft their games.
My main problem is with money-sinks, specifically money-barriers that hinder character development, progression, or block content. I do understand the perceived need for them (though I'm not totally sold), and I have no problem with minimum usage of them. Rent/maintenance on houses comes to mind as very acceptable as long as its reasonable.
____________________
Ill start out with the example of mounts since they have been used in several games as large high-end money-sinks. So lets say there is one mount that is far superior than other mounts but costs a very large sum of money. Its faster, gives the character bonuses, and just generally makes the character better. Which of course makes it highly desirable to all players and almost a necessity in the "Must keep up with the Jones's" attitude that develops in many MMORPGs.
Now the developers may intend for players to save up for this mount through normal play and expect only high level characters to be able to save enough money to acquire it. But lets be honest thats not what happens. Players will want it as soon as possible so generally what happens is:
1. Players will Farm for the money to buy the mount (instead of saving over a period of time).
or
2. Players will turn to the secondary market Gold Sellers to acquire the money and mount. (I'm not talking about you specifically ;) , but a notable percentage of players)
When #2 happens not only has a market been created for the Gold Sellers (which is bad) but you also end up with overpowered lower-level characters (also bad).
To think of it another way, just imagine if the mount was only quest-able.....
Mighty-Mount Questgiver: "Go forth and kill 2000 green conned mobs and then return to me for you shall be rewarded!"
Gah, that would be the lamest quest ever, but in essence that is exactly what it boils down to for most players. Is it any wonder that lot of players turn to the secondary market?
____________________
My second example is a harsh Money-sink.
I played a MMORPG where there were armor repair costs. Unfortunately I played a tank and my repair costs always exceeded the money I acquired. I was always flat broke and I hated to ask others for money so I could repair, made me feel like a beggar even though I was forced to often. So I farmed and I hate to farm. I was having to farm 1 hour for every "real" hour I played.
I ended up quitting after 3 months even though I really enjoyed when I "played" the game.
Now I didn't buy an gold, but again this sort of Money-sink only creates a market for the Gold Sellers. Its a motivator.
____________________
I know that many of you will think that players that use the secondary Gold Market are just cheaters and will buy gold no matter if there are no Money-sinks and Money-barriers in the game, and you would be right. But I believe that Money-barriers only increase the market and that the game makers use of them only enlarges the problem, and the developers need consider them.
In conclusion, the game mechanics can produce a market for Gold Sellers and game developers should take note of it. In the battle against the prevalent out-of-game Gold Market it only makes sense.
(Sorry for the overly long post, heh)