I don't know if this monetization oppurtinity has been discussed, but you
can offer premium accounts (paid with real or in-world money) that allow
batch processing like many casual/social games. The ergonomy of in-game
actions should be kept simple, but the repetition of these simple actions
could become tedious when a player starts having a big inventory/territory.
And some would certainly agree to pay for being able to do batch processing
of these tasks or to make some automatic, etc...

Josselin

2010/6/28 Xavier Antoviaque <[email protected]>

> On Sun, 2010-06-27 at 07:48 +0000, Anton wrote:
> > 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.
>
> Cf my previous answer on progression - leveling is already part of the
> hack/scan points leveling. This doesn't mean there can't be any
> progression with money too, but the money is also a monetization mean,
> so we should be careful about it. If we give more money to higher
> levels, it then depreciates the value of the money earned (or bought) by
> lower level players. Cf how Godfather points are handled in Mafia Wars -
> you don't get more when you progress.
>
> > 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.
>
> If we do this, we should earn *very* little money through websites -
> otherwise we'll depreciate the currency.
>
> The general issue with this way of generating money is that it's very
> hard to balance - players accumulate money and websites over time, and
> you usually get a lot of inflation.
> http://en.wikipedia.org/wiki/Gold_sink
>
> We should be careful about the stability of the economy. I think it
> would interesting to setup something like the Second Life economy (cf
> http://en.wikipedia.org/wiki/Economy_of_Second_Life )
>
> By emitting a "virtual currency" (though it would only be possible to
> buy it, not to sell it), we would have to closely control the amount of
> money that is generated and always implement linked resources flows, and
> be able to apply all the "real world" economy tools (inflation, currency
> exchange rates, etc.).
>
> For example, we could have a kind of "state budget" - ie every money
> given to the players would have to come from a budget, like when a real
> state provides help to poor people or small companies. This budget could
> come from taxes (on revenues, on sales between players...), and we could
> inject new money into the economy through currency conversion, or even
> loans...
>
> Would be good to discuss this with an economist - anyone knows one who
> could be interested by the concept? I think David has some knowledge of
> the subject, too?
>
> > > **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.
>
> Yup, the concept is nice. Two things to be careful about here, though:
> griefers, and items decay. If we have items that last forever, every new
> generated item lowers the value of the other items of the same type.
>
> We'll need to think on how we integrate the items into the economy. The
> Eve Online market economy could provide some good insights here:
> http://en.wikipedia.org/wiki/Eve_Online#Economy
>
> Xavier.
>
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