Real Money Trading game design, my notes from today's Game Developers' Conference
One of the most interesting -- if sometimes creepy -- talks that I sat in on today at the Game Developer's Conference in San Francisco was "Applied Real Money Trade Design," with Eric Bethke of GoPets (a kid-oriented virtual world with a active market for buying and selling virtual goods) and Andy Schneider of Live Gamer (which runs the marketplace in GoPets). I took a bunch of notes -- this is thought-provoking and odd stuff that crosses the boundaries of fairness, economics, play and work.Balancing methods: How can you screw up?* You can't get this right a priori
* You need to iterate
* Free to play isn't a business model, it's a name for thousands of business models
* Things that are defensive in nature can be charged for, and the time-rich skilled players won't resent lamers having more health or a shorter corpse-run, because they'll still kill 'em
* But give the lamers big weapons and it amounts to an "I win" item -- instead, sell things like awesome looking weapons <
* Rental is awesome -- an item that's too powerful disappears from the game when the rental period expires
* Limited edition items -- they're scarce, you unbalance the game for 2-3% of the players
* If it's really bad, you can buy them back
* But it's a bad habit to get your users into
* Every couple months, come up with a whole new roster of items that are 10% more powerful than all the previous items; the inflation washes away all your past sins and your players are happy to spend all their time grinding those new items
Where not otherwise specified, this work is licensed under a Creative Commons License permitting non-commercial sharing with attribution. Boing Boing is a trademark of Happy Mutants LLC in the United States and other countries.






















