Content-Type: text/plain;
  charset="utf-8"
Content-Transfer-Encoding: 8bit
Organization: HackIt! / Politis
In-Reply-To: <[email protected]>
X-FUDforum: e2bee42ec68c43ff3e8c616939181f83 <7878>
Message-ID: <[email protected]>



Quote:
> *Monetization is based on a false currency.


Exactly, in this case you can setup any rate of your virtual
currency and vary it as you need. The more popularity game
becomes the higher rate of virtual currency could be ;))

Quote:
> *Each player receive a certain amount of this false
> currency each day.


Money - is the measurement of your success in the game. This
means that players should not receive same amount money each
day. Players should be focused to earn more money in the
game to purchase more inventory/goods. Therefore you should
offer player a way to earn more money then his competitors.

In our games player hack sites. I think that sites should be
sources of money. If I have 1 low-level site hacked it will
generate me small amount of money, but the more sites I hack
and the higher level of sites I hack - the more money they
could generate for me.

And if someone hacks my site, I loose source of money.

I believe it is pretty straightforward and easy
understandable by players logic.

Quote:
> *A player can buy some of this false currency through
> micro-payments.


Yep, if user has not enough money to buy some inventory to
hack site he could spend some of real money to buy virtual
currency. 

But we should offer player a way to spend his virtual money.
There should be a lot of options to spend money I believe
;)
As a "hacker" I cannot work only with my mouse and keyboard,
I need some software helping me to find passwords, good PC
to make hack process faster and more effective, firewalls to
protect sites I own, etc, etc... Your hack.it store of
virtual goods should have tons of items to motivate users to
buy stuff and spend money.

However each item should have set of parameters.
For example:
Old Pentium 4 PC could cost 10 "Gold" but has "Performance"
parameter = 1, but Modern Pentium i7 could cost me 1,000
Gold, and bring me 10 performance points.

There points could be used in process of hacking and affect
of chance of success.

There could be points for software that can be used to
attack and protect sites, points for player`s level, points
for secure hacking (using Proxies, IPs, fake credentials
that you can buy in Hack.it store as well), points for
"back-doors" information that improves hack chances, and a
lot more...

All you need is to create set of rules/parameters that
affect on hacking/protecting processes and assign these
parameters to any god you can imagine.

It is like when you play Diablo game - you kill monsters and
get stuff with different params you can use for your avatar
;)


Quote:
> *With this currency, player can buy items that will help
> them through the game.


Yeah ;)


Quote:
> **Bying items are optional. You can play the whole game
> without them,


Nope ;(
You have a lot of virtual currency generated daily from your
websites, you should be able to spend them and improve your
level like any other player. The only advantage of paying is
to speed up game. If you do not want to wait till tomorrow
to get some money you need to hack good site you can buy
some "Gold" using real money.

Quote:
> **The goal of items is not to make the game so much
> easier, even if they do a little : they add another
> dimension to the gameplay.


The goal of items is to spend money you eared. Otherwise,
what do you need these money for? ;)

Quote:
> **There should be no rare item. Everything should be
> accessible if you are patient enough.


Hm, this brings us idea that some items cannot be purchased
in store and can only be received somehow during the game.
For example when you hack site you receive not only site
itself that generates money for you, but you get also some
"artifacts" that site had. 

This introduces rare, exclusive items that people could
trade or use for hacking.

Quote:
> ** We can sum up the main difference between payning
> players and
> non-paying players like this : paying players have the
> possibility to
> level slightly faster.


Why inventing new purpose of money? ;)
Money are used to buy something, and lets keep it like
this.
The more money you have the more you can get. and lets keep
it like this...

Quote:
> **Gameplay consequence : we should really focus on
> balancing things differently than other game.


Balance is very important thing that makes game fun to
play.
Player should never be able to become "God mode", there
should be always something for player to fight with. As this
brings fun, I think.


Quote:
> Even if a really expansive items give
> subjectively a strong advantage, they should never be
> too advantaging.


Even for really powerful items we should have really
powerful sites to hack.

_______________________________________________
Hackit Bar mailing list - [email protected]

Wiki:  http://community.hackit.cx/
List:  http://community.hackit.cx/ml/
Forum: http://community.hackit.cx/forum/
Ideas: http://community.hackit.cx/ideas/
IRC:   irc://irc.freenode.net/#politis

Reply via email to