Thread: Rapture license
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Old 09-29-2003, 04:53 PM   #24
the_logos
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Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,305
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Well, just to clear this up: it's not donations. You are buying a service from us. I just hate it when muds that sell services claim they "take donations" as if to pretend they're not trying to make money via sales.

Now that that's out of the way, our system works like this. There's a generic currency called 'credits' (as you know) that you can purchase from our websites. Once you buy them, they get deposited on whatever character you choose. They are fully tradeable so you're free to do with them as you wish. You can convert them into lessons to raise your skills, you can buy artifacts (swords, magical items, etc) with them, you can buy houses, pets, custom modifications, economic skills like tailoring or masonry, and so on.

The other ways to get credits include: Mentoring people who buy credits (you get 15% of their first 4 purchases), leading a city or guild (you get 5% of all guildmember or city member purchases), going up in levels (gets you NeoCredits, which can only be used to convert into lessons. Can't buy artifacts with NeoCredits), getting awards in our monthly art and writing contests, winning the occasional contest, or just getting them from other players. There's an active market in gold for credits (and vice versa) so even if you have no rl money you can acquire gold in-game and trade it for credits, as some people have more rl money than rl time, and some people have more rl time than rl money.

So then what you can buy are generally: tools (better swords than the average forged one, for instance), customizations, skills, housing, and pets. There may be some other minor things but these are the major ones. The key to this business model is ensuring that you aren't trying to sell people the object of the game.

For instance, in a DIKU-style game many players bash monsters to get 'phat lewt' to bash bigger monsters to get bigger lewt, etc. If you ran a game like that and sold people the items you'd probably not have a lot of players because you're selling them the purpose of the game. Our games aren't item-oriented though (few monsters give any sort of loot beyond gold). Instead, people buy combat artifacts, for instance, largely to help with PvP (and some PvE). As such, we can't be selling them a sword that is, say, twice as good as the average forged sword. Instead, we sell them swords that are between about 5 and 15% better.

Think of selling items in a virtual world like golf. I'm not a golfer myself (deathly boring if you ask me) but obviously there are a lot of people who are really into golf. Some percentage of those people are into golf enough that they'll spend significant amounts of money on it. They might spend $3000 (or more. I assume you can spend almost unlimited amounts on golf clubs.) on a set of metal sticks. Now, without the context of the game of golf, would anybody pay $3000 for a set of thin metal sticks? No. Those otherwise useless metal sticks take on a huge amount of value within the right context (golf in this case).

It's similar with a virtual world. Outside of the virtual world, the services you're buying (you're not buying an item since from the real-world perspective there are no magical swords. Just database entries) seem insane at first glance to many people. "You spent $200 on a sword in a game??" But at the same time, I might say to someone who just spent $2000 on a set of golf clubs, "You spent $2000 on some metal sticks in a game?"

A skeptic might reply, "Yes, but the metal sticks are, at least, real, and the sword isn't." This is true. The sword isn't a sword, but it does give me extra functionality in a context (the game) that I find attractive and valuable. I might also point out to the skeptic that I bought Dreamweaver recently for a few hundred dollars and bought it via download from Adobe. No box, no physical product. Is that "real?" Who cares, I say. It lets me do what I want in a context (web design) that I find attractive and valuable.

--matt
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