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  1. #21
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    The following pretty much nails it,

    The most important concept in this paper is that it's not just how you sell your product, but what part of your product you sell. A great part of the attraction of virtual worlds is that participants see them as a Grand Meritocracy, as opposed to the real world, which can often seem arbitrary and unfair. As Jane McGonigal points out, there is no unemployment in virtual space. Everyone has opportunities. Absolute care must be taken in the design of your virtual world to maintain this perception -- whether you consider it real or illusion is irrelevant.

    Selling the game objectives in your world makes your game unfair and just reminds your customers of the inequities of the world they are trying to escape from. They literally won't buy this. Sell them opportunity, in the form of content, and they will buy up that opportunity with an enthusiasm that will shock you.

    - http://gamasutra.com/view/feature/17...on_.php?page=4
    i.e. Sell players "content". Never ever sell the reward of the content.

    e.g.
    It's OK to sell access to a dungeon via a one-time fee - that is by and large what expansions are - but it's never OK to sell the dungeon drops.
    (0)

  2. #22
    Player
    TurnBased's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    128
    Character
    Etoile Elysium
    World
    Tonberry
    Main Class
    Conjurer Lv 90
    I would like to see "rewards" for active use of the cash shop. Something to soften the bloe that the cash shop eveb exists, and a way to tell players "See? We're not total dicks"

    Ie. Spend $50 in a month and get legacy fees for 3 months or maybe instore credit for longtime subscribers
    (0)

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