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This is a discussion on "Concern about the New Voting Rules" in the Top Mud Sites Tavern of the Blue Hand forum : Originally Posted by (KaVir @ Jan. 09 2006,11:15) Carrion Fields: Sells out-of-game things for real-life cash. Exactly 0% of a character's skills, power, etc, comes from real-life cash; the amount you spend has no bearing on your character. IRE muds: Sells in-game things for real-life cash. Over 95% of a maxed character's skills require the expenditure of real-life cash. Numerous other things are only available with the expenditure of real-life cash. Is the difference really that hard for you to see? I have never argued there is no difference ... |
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#271 | |
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Join Date: Oct 2003
Posts: 101
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If a player can get or not in-game advantage has no bearing on the labeling a game "free to play". That is what you fail to understand, that is what you keep avoiding, that is what you keep ignoring page after page after page. What this discussion was about was about the appropriateness of IRE MUDs labeling their games "free to play", and what I argue (using your own arguments and comparisions) is that they have as much right to label themselves free to play as Carrion Fields does. So, again, I am not a blind idiot who cannot realize there are differences between the games I compared above, but those differences have no bearing in this subject anyway. Choosing to attach the "no-in-game-benefits" condition to the word free is an arbitrary decision, and by no means one that has to be adopted by anybody else if they do not want. So, read again, check what the discussion is about, read the arguments and bring forth something new or discuss with arguments rather than with arbitrary definitions made up on the spot, why the points brought up by others are wrong. |
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#272 | |||
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New Member
Join Date: Jul 2002
Posts: 22
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Furthermore, if you are going to grumble that consumers might misunderstand the meaning of "credits", it's in the consumers best interest to click that link and find out what information is stored in there. When you sign a contract to take out a loan, it is in your best interest to read the contract thoroughly, or have someone well-versed in such matters go over it with you and explain its parts. If you just sign on the dotted line without bothering to read the contract, and along the way something happens on your loan that you didn't think would happen, well then guess what it's your fault for not checking the contract out. Quote:
And again, labeling of MUD's are not necessary because the information is out there! Harmless? I think so, but I would not know how certain MUD administrators would feel about it. But even if it is harmless it doesn't change the fact that it is needless. |
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#273 | |
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New Member
Join Date: Jul 2002
Posts: 22
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#274 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,540
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If the game does have costs for the players, then it is not 'free' for players, and shouldn't be advertised as such. The fact that some players can pay for others has no bearing on this - any more than a pub could advertise its beer as 'free' on the basis that some people buy drinks for their friends. |
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#275 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,540
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Hey, I can play Gemstone IV for free, too! As long as I create a new account every month, that is. Perhaps they should advertise themselves as 'free' too. |
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#276 | ||
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Join Date: Jul 2002
Posts: 22
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#277 | |
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Member
Join Date: Feb 2003
Home MUD: The Dreaming City
Posts: 55
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I think you want to equate a claim that a game is "free to play" with a promise that the non-paying player will be equal in all respects to a paying player. Yet no such promise is implied. As I've already stated "free to play" simply means you can play for free. Is the playing experience going to be different for someone who pays for perks compared with someone who didn't? Unless in game perks are completely meaningless, we can assume that it will be. But just because the playing experience is different, does not mean that the game can not be "free to play." Even if the non-paying player's game were significantly curtailed, it would still be a free game. Granted, if it were too curtailed, it might not be a very entertaining or worthwhile free game, but that, as I've said before, is a completely different issue. Is the playing experience going to be different for someone on a pay-for-perk game compared with someone on a game that does not take money for play or in-game perks? Of course. We can generally assume that such games will be implemented quite differently. But both types of games can be "free to play." If you can play a game without having to pay for it is, by definition, free to play. |
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#278 | |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 642
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It doesn't impact gameplay in the slightest. We're a roleplay-required game, and part of that is is avoiding situations like: Frick: Where did you get that amazing sword? It's better than anything I've ever seen in this world? Frack: I... uh... it... uh ... floated down from the heavens above? Did I mention no one can steal it from me? Frick: You look beefier too. I've been working out all day, and yet you have somehow put on 40 pounds of muscle sitting on the guild couch. Frack: I .... uh... divine favor? Yeah, divine favor. If you'll excuse me, I just ...uhh... inherited 100,000 gold coins. Yeah, inherited. That's the ticket. We also pride ourselves on delivering interesting PvP action, and our players like the fact that when they log into Carrion Fields, they play the same game their opponent does. 100% of what your character has, your character earned through skill. Not 5%. This is a fundamentally different approach to game design. It changes every aspect of competition with other players, as well as the challenge of competition against the game itself. We resent other games stealing the word "free" from it. And, we advertise it accurately. No perks. Just free. Lots of games are like that. Others aren't. All we're asking is that TMS label everyone accordingly. |
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#279 | |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 642
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One reason the site can generate traffic is precisely because it is a useful resource. Making it a more useful resource would help traffic. Allowing people to use it deceptively is not good for the long-term health of the site. I know Matt and Threshold like the "just traffic" theory, and it's how they treat the forums, but it's pretty clear from Adam's posts and the text on this site that he wants it to be a resource to players as well. |
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#280 | |
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Join Date: Oct 2003
Posts: 101
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#281 | |
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New Member
Join Date: Jul 2002
Posts: 22
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I do not see how people are using this site deceptively. There was a while back when Merentha had a voting script that allowed it be placed in the top 5 on the voting list, but that was dealt with. The "just traffic" theory here is still valid. That's the biggest use this site has, as a traffic exchange. A place where people can come and find out what text games are out there. Forums have been added for communication between those in the MUD world, but they are of secondary importance really. |
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#282 | |
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#283 | |
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Join Date: Sep 2002
Posts: 113
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One of my best friends is a guy who makes a lot of money but doesn't have a lot of free time. When he plays a game, he prefers to buy his way to be competitive with the top players in terms of equipment or what have you. He'd rather spend the money and get right to the top tier of the game than grind or screw around. He prefers to play games where you can do that (either because it's explicitly integrated or because a marketplace of some kind has grown up around the game.) Conversely, I have another friend who is an PvP game nut. He can't stand the idea that someone might have an advantage on him, player versus player, because of spending money. The last time he tried a pay-for-perks game and found out two days into play, I had to listen to him bitch about it for a week. What possible reason could there be for a site like this to not want to help each of these guys find the kind of game they prefer more easily? |
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#284 |
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Member
Join Date: Jan 2006
Posts: 78
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I'll try to keep this short...
1) Let's say I start a MUD that I advertise as free-to-play, but also say that "people who subscribe at $15/month get 10x the XP and loot rewards". Is this still F2P? I'd say no, but if others think yes, then we might as well stop arguing about IRE because we have radically different mindsets on the concept of free. (And I'm not trying to say which is correct, which would be pointless discussion.) 2) Cany anyone point me to an IRE web page, help file, or official resource that documents how many lessons it takes to learn a skill. This is my major sticking point. Without it, a player can't just figure it out themselves. They have to actually play the game, and even then, since the scale is non-linear (you'd have to trans one skill to tell, but see below), and since the game doesn't keep track of it neatly and nicely (you can't tell *ever* how many lessons you've spent without keeping track yourself, and you can't even tell how many lessons it will take to get to the next level (without a lot of hassle and calculation). 3) The major source of credits available to a player without spending money is the in-game credit market. There are 309 on sale right now (337 yesterday, if I remember). Is there enough of a market to support having multiple players doing this? An interesting test would be to have 5 players start and try to play the game "for free" by trying to amass gold and buy credits, and watch the effect on the credit market. I'm somewhat reticent on trying this however, because I think it would really screw up the market for long time players, and I personally don't have the time to do the grind. |
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#285 |
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New Member
Join Date: Feb 2004
Posts: 8
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Well, how specific should we get with color coding?
Kavir and Donathinfrye have both agreed that a "pay for perks" is substantially different given the focus of the game. Following the logic through, they are significantly different and would thus deserve their own seperate colors in order to not confuse poor, easily befuddled players and to not cast the evil light of one onto the other. We can have one color for 'pay for perks' that don't really affect gameplay directly, another color for pay for perks that affect gameplay directly in pvp but not in other aspects, another color to represent pay for perks which significantly affect all aspects of the game, another color for donations optional and donation equipement, another option for donations with no equipment but without which the game would not be able to continue to run and you get a mention in the credits, another color for donations required for which not even credit listing is given, another color for subscription games for which an option for further perk-buying is possible, another option for subsciption games with no further perk buying, another color for games for which the admin shoulders all the costs and does not ask for any donations whatsoever, another color for games with both "basic" and "premium" accounts in which the premiums have significant direct IG bonuses, another color for games which have basic and premium accounts in which the premiums have only cosmetic benefits in actual gameplay....ad infinitum. Or, of course, we could forget about the problems presented by nitpicking the minor details of the business model of the MU* and all the problems presented therein. I'm sure we won't have any trouble finding the volunteers to police every game on the list in order to ensure they are colored correctly, right? We wouldn't want any errors, or for players to have to depend on their own ability to process information. |
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#286 | |
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New Member
Join Date: Oct 2005
Posts: 2
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This is ESPECIALLY true for something as subjective as whether a game is free, pay to play, or pay for perks. |
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