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. > > _______________________________________________ > 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 >
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