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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 : I was recently surprised to receive a "free" subscription to Entertainment Weekly. It's not a magazine I'd normally go out of my way to purchase or read, but it was nice to get a chance to look it over without having to pay for it. Only now, I find that I've been RIPPED OFF!!! Those magazines haven't been free at all. Rather, they have only been coming to me for "free" because there are apparently a whole bunch of other people out there who are willing to pay for this magazine. This ... |
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#241 |
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Member
Join Date: Feb 2003
Home MUD: The Dreaming City
Posts: 55
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I was recently surprised to receive a "free" subscription to Entertainment Weekly. It's not a magazine I'd normally go out of my way to purchase or read, but it was nice to get a chance to look it over without having to pay for it.
Only now, I find that I've been RIPPED OFF!!! Those magazines haven't been free at all. Rather, they have only been coming to me for "free" because there are apparently a whole bunch of other people out there who are willing to pay for this magazine. This is an OUTRAGE!!! I can't believe that Entertainment Weekly can get away with calling this a "free" subscription. |
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#242 | ||
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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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I have to pay a hosting fee for my mud, yet I still advertise it as "free" because there are no costs for the players - and they are the audience for my advert. The company I pay for my hosting doesn't advertise itself as free, because I am their customer, and there are costs for me to pay. Quote:
But it order to play competitively, you need credits, which can only be consistently and repeatably gained through the expenditure of cash. Yes, you can trade with other people who have bought credits so that you don't have to pay personally - but the same is true of any pay-to-play mud, whereby you could get someone else to pay your fee in exchange for services rendered. Obviously TMS isn't going to add a "pay-for-perks" option to the mud database, but your argument would be a good basis for most of the pay-to-play muds to claim that they are also "free". So perhaps the whole "pay-to-play" option should be removed, so that players are encouraged to look the information up for themselves rather than rely on misleading advertising. |
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#243 | |
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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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#244 | |||||||||
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Face it, you're wrong and grasping at straws (and exhibiting some bitterness toward college students too). Quote:
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And that's not how it is "in any other MUD out there". Is English your first language? After the following, I'm inclined to believe it isn't. Quote:
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Instead, start using phrases like "in my limited experience" and "in my uninformed opinion". It will help when you post things like the following: Quote:
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So, there are really two games going on in Viagra MUDs. On one hand, there's a game enjoyed by people who pay nothing. Some of them can achieve success with lots of work, and not all probably care to. The other game is one where money is required to achieve success. They both inhabit the same game however and interaction occurs regularly. Unfortunately, by claiming that the latter are paying only for "perks" instead of "success", the former are decieved into believing that with time and effort, they too can achieve the same thing. They're not realizing that chance plays a role as well. And chance is not something one can control. Jason |
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#245 | |
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Senior Member
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I'm not against creating a tag that determines a game's focus(PvP, H&S, RP, etc) - That is easily added also. I would be all for it, as a matter of fact. That does not change the fact, however, that whether a MUD is 100% free or whether it is commercial(P2P/P4P) is also relevant information that, obviously, many players think is important to show on a MUD resource. |
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#246 |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 642
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If "pay-for-perks" is a superior business model due to its flexibility in allowing players to trade money for time/skill, what is the objection to labeling the game accurately on this site?
No one's trying to ban pay-for-perks with pitchforks and torches. Only a couple of people still want multiple lists. (I'm not one, and I don't think I ever have been.) The idea that is resonating with more people is some method of knowing what business model each game uses. Color-coding the names (or placing a small icon next to each name, etc.) does nothing except tell the browsing player what it is. If IRE doesn't conceal this information from its players (the contention fo the IRe staffers on this thread), what's the problem with it being displayed on TMS? |
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#247 |
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New Member
Join Date: Feb 2004
Posts: 8
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Kavir, you consistently refer to MU*s as 'competitive games'. I am not familiar with IRE's particular offerings myself, but many games on the TMS list do not fit that label.
This is most likely where much disagreement about the 'pay for perks' model springs from. In a directly pvp game where it's all about the competition your statements about 'pay to succeed' may be accurate. In more RP oriented games or games focused more on social or exploration aspects, it's less about competition. |
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#248 | |
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Senior Member
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#249 | |
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Senior Member
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That's why games that concentrate on RP aren't usually (if ever) pay-for-perks. OOC influence, as determined by one's purchasing power IRL, ruins the RP atmosphere. Take care, Jason |
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#250 | |
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New Member
Join Date: Jul 2002
Posts: 22
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I found all that information out on my own by either visiting each MUDs' websites or by logging into each mud. None of these MUD's were vague about their business models and none of this information was hard to find. So what's the point of having MUD's on TMS labeled? The information is already out there! |
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#251 | |
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Member
Join Date: Oct 2003
Posts: 101
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It is also true that it is clear, for anybody who visits their websites that the game has an in-game type of currency called credits which are things that can be bought with real-life money. It is also true that it is clear that IRE games are a commercial enterprice, and that anybody who is able to legally use a credit card (this should be only people 18 yr old or older in the US, where the games are hosted), can readily find this by skimming through the web-pages of their websites (all of them mention the credits and the fact that you can buy them, and the fact that they can be used whithin the game). If we accept the above, we might considering accepting that a person who would be able to use money for advancement in these games (ie. 18 yr old or older, with a credit card account), regardless of whether they were planing or not to spend money in the games, would understand that the games would cease to be a commercial entreprice, or cease to exist if nobody bought credits. This is obvios, I hope. Now, with this background, we could accept that someone playing these games, with some very basic understanding of economy (reading CNN or other news resource every now and then should be enough is my guess) would realize that there has to exist a continuous influx of credits into the game via people buying credits (regardless of how wealthy these people are), and as such, this translates into a constant availability of credits to be exchanged for other types of game currency or service, be it gold, items, body-guarding, etc ... If this was not true, then the commercial MUD would cease to be profitable, and as such, it would soon cease to exist. I believe that IRE advertises their games to be free and that it is posible to have continuous advancement without having to spend money because of two things. First, their game economy, driven both by in-game-goods as well as ooc-obtained credits has reached a balance on which there is always a certain amount of credits available for the public. This is probably something you cannot set as a game designer, it is something that you just observe happening, and you probably can later adjust credit prices or credit market tax or whatever you wish, to fit your game needs for money influx. Since we are talking about a somewhat stable system, it is sensible to believe that unless they mess up very badly, the market should not drastically change, and this means they can safely say that a player can join the game, play for free, enjoy everything for free (except for buying credits *duh*), making it a free game for them. They have all the options identical to all other players, except that they have to obtain credits through the player-driven market. Now, I argue that if a game like any of the IRE games increased the cost of credits, or opened some kind of infinite advancement option through credits that made credit usage more important and credits more scarce -> more expensive, so that the rl-hr-playing time now equals less number of credits obtained, it might come to a point where the game is really what you do describe, something that forces you to buy credits and that makes the experience without buying credits a miserable one, etc. On the other hand, if IRE has found a balance point, where the rl-time-playing cost of a credit is something players are willing to accept, then the experience might be just that of playing a free game, on which I have to sweat hard if I want to advance fast, but on which I can do things at a slower pace, and still enjoy the game. Now, I know many people here, sometimes myself included, doubt things said by Matt, for different reasons, but many times before he has said that many of the players on IRE MUDs have not bought credits, which means, many of these people are playing IRE MUDs for free. So, what I am trying to say is that you bring an important point at saying that someone has to buy the credits at some point, and while it is true, the success of games like these which have a large player base does not solely depend on the rich-CEO-son type of player who has access to an infinite source of dolars via on of his many credit cards but more on a larger part of the population spending small amounts with certain regularity (probably similar to what a person would donate to a game who requests such donations from players to keep their running costs), and this would mean that the large majority of the people who actually buys credits do so in small amounts and not at the "1 max skill a day" rate many people pretend to picture. This is probably the case, and if I am too deviated from the real picture I would love to be corrected, but then, in such a system, a balance could be reached where you can actually still enjoy the game without the need of paying for it. Regardless of all of the above, the game would in any case be a free one; in some extremes a player might be forced to spend an insane amount of time for a small benefit and would probably not be liked by players not willing to spend money; in the other extreme, where there is no real advantage on buying credits because there are so many efficient ways of producing this currency with bots/playing time/etc the commercial venture would just probably fail and the game would cease to exist. I believe IRE games must be in the middle of the two, and if it is true that players can enjoy/play without spending money, I would guess they have it balanced so that these people find it worth-while to put in more playing time in exchange for the credits they will need to advance. I hope to have made sense with this. |
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#252 | |
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Senior Member
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It would make the website more useful to players as they search for MUDs. It isn't necessary, it would just be an improvement as it would increase the usefulness and specificity as this website as a "One-Stop MUDing Resource". |
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#253 | ||
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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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"The flagship MUD from the #1 new text MUD company in the last 10 years, Achaea is a fully original world focusing on depth, roleplaying, and most importantly, PvP and Group vs. Group action of all kinds" The other IRE muds have similar comments - they pride themselves on the quality of PvP action they provide, and rightly so. But that doesn't change the fact that they are no more 'free' than most of the pay-to-play muds, and I'd rather see the TMS database simply avoid mention of payment method entirely rather than providing misleading information. |
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#254 | ||||||||
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Member
Join Date: Jan 2006
Posts: 99
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You have to get up pretty early in the morning, no pun intended, to fool someone into thinking that this is a valid line of reasoning. As for your 'maybe you haven't been to college' and 'exhibiting some bitterness toward college students too' quips - I happen to be a university student presently. One that has to work to support himself. According to you, it's MY best interests that you're defending. Quote:
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The paying player doesn't get 'success'. Provided of course that you mean 'success' as in, winning fights, being respected in MUD society and or getting a high level. None of these things can be achieved through credits. If you have some home-cooked version of 'success' that differs from mine, do spell it out next time. As for "money>=time", I can only say that you haven't been short on personal time before if you believe this to be true. People spend huge amounts of money to be able to make up SOME free time for th |