This is an interesting twist on the concept I had.
I think in this vision, your 'auction house' actually would function as a 'commodity exchange'. This would a fast paced place, with people constantly shouting buy and sell orders for various commodities, with the exchange (the in-game mechanics) helping match up buyers and sellers.
I would envision it is people placing buy and sell orders for various commodities, and when a match is made the commodity exchange makes the exchange for the players, automatically swapping items and gil (minus the exchange fee).
For example:
Player A has 67 iron ore listed as sell for 990 gil each
Player B has 52 iron ore listed as sell for 1050 gil each
Player C enters the exchange and buy order for 90 iron are at up to 1100 gil each.
The exchange automatically sells Players A's 67 iron ore to Player C for 990 gil each, and also sells 23 of Player B's iron ore for 1050 gil each.
This is a perfectly viable exchange mechanism, and one that mirrors real world activities.
The principle difference is that this represents a hectic commodity exchange in NY, while the current market wards represent a trip to the grocery or hardware store.
Regarding the "MW: Selling slow-selling, rare, expensive items.", I think that this is following the concept of a boutique store. Only the expensive of beautiful items may be had here. Prices are high, since you're paying as much for the brand-name prestige as the item itself. Items are displayed on beautiful mannequins, and passers-by stare with undisguised envy.
Both of these concepts are valid game designs, and present interesting possibilities.
The only concerns that pop off the top of my head are:
a) Commodity Exchanges may be more susceptible to market manipulation by RMTers and unscrupulous players
b) Item Boutiques command fairly low visibility, and don't provide a mechanism for buyers / seller to converge to a mutually acceptable price.
I'm sure both of these could be worked around, however!
Thanks for the feedback ^_^


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