|
|||||||
This is a discussion on "There Ain't No Such Thing As A Free Lunch!" in the Top Mud Sites Bugs and Suggestions forum : Originally Posted by (Shane @ May 06 2006,15:59) Hmm... Trademark? I don't know the difference. Surely putting trademarked names on there.. but no... There is even fair use when it comes to trademarks. The key is whether or not a reasonable person would be confused into thinking the user in question is the actual holder of the trademark. That is certainly not the case on gold seller/buyer sites. Originally Posted by (Shane @ May 06 2006,15:59) I don't know. What a bummer. I do know that the motive behind the constant nattering on of in ... |
|
You are currently viewing our boards as a guest which gives you limited access to view most discussions and access our other features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content and access many other special features. Registration is fast, simple and absolutely free so please, join our MUD community today! If you have any problems with the registration process or your account login, please contact us. If you are a registered member of the old TMS forums, please click here
|
![]() |
|
|
LinkBack | Thread Tools |
|
|
#31 | |||
|
Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
![]() |
Quote:
Quote:
Sure, there is some degree of competitive advantage from buying gold, items, etc. but most of that stuff can also be obtained in game. Does it make any more sense for the "catassers" (a term I am borrowing from a professor named Edward Castranova who studies virtual worlds) who play 10+ hours a day to be the ones with all the advantages? Quote:
|
|||
|
|
|
|
|
#32 | |
|
Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
![]() |
Quote:
You are trying to make a distinction that is tenuous at best. The point is, selling merchandise is no less a commercialization of your MUD, comic, internet site, etc. than charging for the content directly. They are just different business models that different sites use for a variety of financial, business, marketing, or personal reasons. Many sites who use a merchanise revenue model take in a TON more money than sites that charge directly for content. It would be unwise and inaccurate to think the merchandise-based models are any less commercial or any less connected financially to the content they create to bring people to the site. Put it this way: 1) The IRS doesn't view them differently. 2) Many (if not most or all) customers do not view it differently (they still feel they are a paying customer of the site, MUD, game, etc.). 3) Many owner/operators do not view it differently (they still operate as a business and they still know that their merchandise gets sold by providing content that brings people to the site and makes them want the merchandise). If the IRS, customers, and business owers all treat these models the same, is it really reasonable to claim they are significantly different? |
|
|
|
|
|
|
#33 | |
|
Member
Join Date: Apr 2006
Posts: 159
![]() |
Quote:
Hrm, good point. I forget where but I was talking with Kavir or someone about that. I think it was in "advanced combat systems". Combining the strategic feel of gaining power over time with the tactical feel of PvP has some challenges, the only cure for which I see is something like a base gain just for logging in and playing for x minutes as week, plus some sort of bonus for whatever you feel is worth giving the bonus for. For rp muds, x number of words typed in the presence of other active pc's might work. Typical hack and slashers might give bonuses for killing x points worth of mobs. There definitely needs to be something to keep catassers from dominating as they pretty much have for ages on muds, or video games in general. I guess if I roll back my prejudices, I have to say though that in any competative game, such as golf for example, the prize often goes to the one who puts countless hours in, so there's some precedent to catassing I suppose. Makes me ponder the development of the video game competitions that are beginning to be viable sourves of income for some of the best players. Those tend to be tactical sim games and the like with no leveling requirements. Unreal Tournament I think I saw on G4 for example. |
|
|
|
|
|
|
#34 | |
|
Member
Join Date: Apr 2006
Posts: 159
![]() |
Quote:
I just see a very real difference between paying for competative advantage in a game and paying for a mug with Homestar on it, for example, from the customer's point of view. |
|
|
|
|
|
|
#35 |
|
Member
Join Date: Apr 2006
Posts: 159
![]() |
The official design for WoW for example is a monthly subscription.
I think they were on to this feeling on the part of players, and perhaps just underestimated the willingness of some to sell what they can make in the game and the willingness of many to pay for those perks. It still feels like cheating to me though. |
|
|
|
|
|
#36 |
|
Member
Join Date: Apr 2006
Posts: 159
![]() |
"The strategy: start a virtual world in a
game of truly massive scale, so that millions can use it at any time. Make the game free. Allow people to use their credit cards to make transactions. Then wait for the society and markets to develop, and invite Earth retailers to open 3D stores in the virtual space. At that point, your Lara Croft lookalike avatar will be able to follow up her tough day of adventuring with a run into the nearby virtual JC Penney -- to buy her owner a new suit, for real money. The commercial potential of the new virtual worlds is impressive, and makes them well worth a first look. " The man Himself More similar to the Homestar business model. Basically, the virtual world turns into advertising/marketing for the actual product. |
|
|
|
|
|
#37 |
|
Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
![]() |
I hope that never happens, otherwise half the world would waste away in an imaginary world. Not that it doesn't happen now, but an entirely self-sufficient virtual world is a little ridiculous.
|
|
|
|
|
|
#38 |
|
Senior Member
|
Shane - one thing that has been discussed at length in the larger threads on this subject is the fact that Matt(the_logos) has insinuated that if Syno created two seperate lists(distinguishing IRE games from "100% Free MUDs"), that Matt would stop sending IRE traffic to the site and cease paying for advertising. Syno makes money off of this site, and between IRE's high traffic and aggressive advertising campaign, he seems to be willing to bend to such weight-throwing.
This subject comes up again and again, from new posters and old posters, and no argument yet has been brought up as to why adding the ability to add this search addition to the website should not be done. Yes, it would require Syno being very specific with the site's definition and seperation of the two lists. However, that is not more than a few minutes of work and careful wording. I don't think that's too much to ask, and apparently, so do a whole lot of the active forum users here. |
|
|
|
|
|
#39 |
|
Member
Join Date: Apr 2006
Posts: 159
![]() |
Hmm.
Well, that's a little hardball-esque I suppose, but on the other hand if Matt feels the distinction would make advertising here worthless, certainly he has the right to stop using the site if he wants. I have to say though that without going to the extreme of making two entirely separate lists, one could have a tag that goes alongside the logos of the various muds to tell if they were commercial or not. That way the pay-for-perks or free-to-play crowd, however they choose to define themselves, could still get the exposure they want and the shoppers could have the distinctions quite clearly signalled at a glance on the rankings. If the distinction bothers Matt and others when it is not applied to muds who sell off-game perks like shirts or whatnot, three designations, or even four, would work. I am thinking here pay-to-play (recurring time based fees), pay for perks (pay for in game benefits), marketing-based-charge (for things you can buy like coffee mugs and whatnot), and free. Marketing-based-charge is an awkward tagline, but you know some other name would work, and you could have simple little icons for each to show on the lists, and maybe even the potential for multiple tags. Maybe a mud is both pay-for-perks and marketing-based, for example, so they would have a little dollar sign with swords crossed in the background (pay for in game benefits) and then one with a little gift wrapped present (pay for stuff from a website associated, marketing etc). Pay per time period could be a flat out dollar sign and free could be a dollar sign with the red circle and hashmark thingy on it (no pay). I really, honestly do believe though that the simple fact that the commercial muds advertise as "free-to-play" instead of just "free" like most muds do that are proud of their heritage as entirely non-commercial is enough for most people to make the distinction, though I do feel bad for the fellow who started this thread, as apparently he did not. I picked up on it rather quickly when I visited their sites. |
|
|
|
|
|
#40 | |
|
Member
Join Date: Apr 2006
Posts: 159
![]() |
Quote:
Real Life version 1.0 will always have certain advantages, I think, to anything the comptuer has to offer entertainment and socialization-wize though. |
|
|
|
|
|
|
#41 |
|
Senior Member
|
Those alternatives, as well as many others, have been discussed in length. Tags, lists, search options, MUD profile additions - nada. It is simply an idea called for in various forms by many, that will not succeed until something changes Syno's mind about buttering up his best customer.
|
|
|
|
|
|
#42 |
|
Member
Join Date: Apr 2003
Posts: 168
![]() |
I disagree Threshold that being a t-shirt customer gives most rational human beings the idea that when they buy a tshirt that they're entitled to anything more than a tshirt. I don't even expect a thank you. Just a tshirt.
|
|
|
|
|
|
#43 | |
|
Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
![]() |
Quote:
I guarantee you that it is indeed quite common for people's expectations and demands to increase dramatically the moment they send a single penny to you for any reason - whether its merchandise, a donation, or a payment. And honestly, it isn't even an unreasonable expectation. It is quite logical. |
|
|
|
|
|
|
#44 | |
|
Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 634
![]() |
Quote:
I also disagree that it's a logical expectation that buying a T-shirt or whatever entitles you to special treatment in other arenas unrelated to the purchase. I mean, I don't demand that Banana Republic employees go fetch me a soda. That might change if we had a hefty fee like Threshold does, however, but the small change we deal in doesn't seem to carry those problems. |
|
|
|
|
|
|
#45 | ||
|
Member
Join Date: Apr 2003
Posts: 168
![]() |
Quote:
|
||
|
|
|
|
|
#46 | ||
|
Member
Join Date: Sep 2005
Posts: 121
![]() |
Threshold, May 07 2006,00:20
Quote:
A player in a free mud would normally assume that by buying a T-shirt from the website, he'd be doing exactly that; buying a T-shirt, no more, no less. Why? Because nobody ever got any in game advantages for buying T-shirts in a free mud. It just never happens, so it's not expected. On the other hand a player in a commercial mud would assume that when buying a perk, he'd not only be buying the actual perk, he'd also be buying better treatment from the Admin, in case he got into a conflict with another player, who was not a paying customer. Why? Because in commercial muds that use the pay-for-perks system, this is how things work. The players that never pay any money for perks may be allowed to play the game 'for free', but they will also be regarded as second rate citizens. And in case you think I make this up to be mean, here is a quote directly from 'the horse's mouth'; I give you Matthew Mihaly, 17th Feb 2000 on Mud-dev: Quote:
By the way, as for the specific services he mentions, I've seen several free muds where players can buy exactly those things, but of course from in-game currency, not real money. |
||
|
|
|
|
|
#47 | ||
|
Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,084
![]() |
Quote:
Randy Farmer (one of the pioneers in graphical virtual worlds back in the late 80s at Lucasarts) has something about that from the Roadmap to the Metaverse conference (http://metaverseroadmap.org/) this weekend: http://www.fudco.com/habitat/archives/000047.html He reprints something he wrote way back in 1986 as the precursors to VRML and whatnot were starting to be tossed around: Quote:
|