If a game needs players to buy items with real currency, then it's mechanics are broken, in that such mechanics need their equivalent of a closure (as discussed in discrete mathematics) to complete them. No closure means there's no way for the mechanics to return to an initial state. Therefore, again, they're broken. Good going Smedley, not using your noggin' and all. Maybe I'm turning into a nutbar, but I suspect not...
If a game needs players to buy items with real currency, then it's mechanics are broken, in that such mechanics need their equivalent of a closure (as discussed in discrete mathematics) to complete them. No closure means there's no way for the mechanics to return to an initial state. Therefore, again, they're broken. Good going Smedley, not using your noggin' and all. Maybe I'm turning into a nutbar, but I suspect not... -- Brede
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
If a game needs players to buy items with real currency, then it's mechanics are broken, in that such mechanics need their equivalent of a closure (as discussed in discrete mathematics) to complete them. No closure means there's no way for the mechanics to return to an initial state. Therefore, again, they're broken. Good going Smedley, not using your noggin' and all. Maybe I'm turning into a nutbar, but I suspect not... -- Brede
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
If you think you can play for free then you are utterly wrong my friend.
Exhibit A: Games that are created to be played by a majority of people usually incur high development costs as well as high maintenance costs. Nothing in this world is entirely for free.
Exhibit B: Games that require you to purchase items, currency, or different areas are not free. These are pay to play games. The difference is they don't tell you how much to pay up front.
Exhibit C: A game that needs money but doesn't require you to pay outright --STILL NEEDS MONEY-- so ultimately every Free 2 Play model is built around HAVING TO PURCHASE something to enjoy the game.
IF they did not require you to purchase anything to enjoy the game, then they wouldn't make any money! If they didn't make any money then the game wouldn't be around for very long.
:::As for extra content in games:::: you may as well look at extra songs for RockBand or An Expansion Pack for WoW as -- just what they are: Expansions. With each extra thing you buy you still have an original game that you purchased, played entirely through, and decided to buy the extra content.
In a Free 2 Play game, you never experience the full content of the game unless you pay relentlessly for it. You never actually get anywhere of value in the game unless you shell out more cash for it. In all the other games that you mentioned you still get a whole game without restrictions from day 1, with the CHOICE to purchase an expansion or extra songs when they come out.
Free 2 play games don't really give you that choice, they just want you to believe they do.
In RPGs are totally out of place, it defeat the point of the RPG itself.
In an RPG the core of the game is the journey not the destination.
In an FPS the core of the game is the destinatition not how do you get there.
So if it is ok to buy more powerful or cool equipment in an FPS in order to be more competitive, It is not good in a RPG to buy all the uber equipment so the character can breeze through levels, basically skipping the journey (and 90% of the content).
I will never play an RPG MMO with micro transactions.
I want people getting the items by using the content supplied by the game, which means by doing quests and killing mobs.
It is ok in game like Planetside or heavily focused PVP games with little PVE, but not for games like EQ2.
Originally posted by Gameloading Originally posted by ladyattis If a game needs players to buy items with real currency, then it's mechanics are broken, in that such mechanics need their equivalent of a closure (as discussed in discrete mathematics) to complete them. No closure means there's no way for the mechanics to return to an initial state. Therefore, again, they're broken. Good going Smedley, not using your noggin' and all. Maybe I'm turning into a nutbar, but I suspect not... -- Brede
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
Not equivalent. Rockband and Guitar Hero are not changed by the addition of new content. An MMO, where the items cause a disparity between players in game play with respect to core game mechanics is game breaking; period and end of story. It's like saying a governmental system isn't broken if we legally prefer one citizen over another in a court of law if one pays the judge and the other does not. And that is how broken most MMOs are that have in-game item shops where one player is given advantage in combat over another player. So, GL, please study some logic, especially game theory. *rolls eyes* Then again, you'll probably criticize my work on a MUD I'm developing that fixes much of these problems in MMOs and other multiplayer persistent games.
Smedley is just a greedy whore who is selling out to gold farming companies thru micro transaction item shops, RMT auction exchanges, and velvet rope systems. He wants to open up games to more people so he can make more money, he could care less about providing a quality MMO experience.
If you believe in the quality of your games, and you want to open them up to the widest audience possible, you can still accomplish that with a subscription system. Just let people download the client for free and try the game for the first 30 days for free, then if they like it, they pay for the client and start a subscription.
If a game needs players to buy items with real currency, then it's mechanics are broken, in that such mechanics need their equivalent of a closure (as discussed in discrete mathematics) to complete them. No closure means there's no way for the mechanics to return to an initial state. Therefore, again, they're broken. Good going Smedley, not using your noggin' and all. Maybe I'm turning into a nutbar, but I suspect not...
-- Brede
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
Not equivalent. Rockband and Guitar Hero are not changed by the addition of new content. An MMO, where the items cause a disparity between players in game play with respect to core game mechanics is game breaking; period and end of story. It's like saying a governmental system isn't broken if we legally prefer one citizen over another in a court of law if one pays the judge and the other does not. And that is how broken most MMOs are that have in-game item shops where one player is given advantage in combat over another player. So, GL, please study some logic, especially game theory. *rolls eyes* Then again, you'll probably criticize my work on a MUD I'm developing that fixes much of these problems in MMOs and other multiplayer persistent games.
-- Brede
Fair enough, but to say that it's game breaking is downright incorrect. The moment when there is no limit (or where the limit is extremely high) to the amount of improvements that can be applied to a character, That's when you can consider it game breaking, which is definitly not the case in most MMO's. If Buffs can not be stacked, then jackie with 5 + 10 def buff potions in his backpack is on equal ground as tommy with only one +10 def buff potion.
And I won't criticize your work on any MUD because I pay little to no attention to low budget indie projects.
Comments
If a game needs players to buy items with real currency, then it's mechanics are broken, in that such mechanics need their equivalent of a closure (as discussed in discrete mathematics) to complete them. No closure means there's no way for the mechanics to return to an initial state. Therefore, again, they're broken. Good going Smedley, not using your noggin' and all. Maybe I'm turning into a nutbar, but I suspect not...
-- Brede
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
If you think you can play for free then you are utterly wrong my friend.
Exhibit A: Games that are created to be played by a majority of people usually incur high development costs as well as high maintenance costs. Nothing in this world is entirely for free.
Exhibit B: Games that require you to purchase items, currency, or different areas are not free. These are pay to play games. The difference is they don't tell you how much to pay up front.
Exhibit C: A game that needs money but doesn't require you to pay outright --STILL NEEDS MONEY-- so ultimately every Free 2 Play model is built around HAVING TO PURCHASE something to enjoy the game.
IF they did not require you to purchase anything to enjoy the game, then they wouldn't make any money! If they didn't make any money then the game wouldn't be around for very long.
:::As for extra content in games:::: you may as well look at extra songs for RockBand or An Expansion Pack for WoW as -- just what they are: Expansions. With each extra thing you buy you still have an original game that you purchased, played entirely through, and decided to buy the extra content.
In a Free 2 Play game, you never experience the full content of the game unless you pay relentlessly for it. You never actually get anywhere of value in the game unless you shell out more cash for it. In all the other games that you mentioned you still get a whole game without restrictions from day 1, with the CHOICE to purchase an expansion or extra songs when they come out.
Free 2 play games don't really give you that choice, they just want you to believe they do.
Micro transactions are ok, but not in every case.
In RPGs are totally out of place, it defeat the point of the RPG itself.
In an RPG the core of the game is the journey not the destination.
In an FPS the core of the game is the destinatition not how do you get there.
So if it is ok to buy more powerful or cool equipment in an FPS in order to be more competitive, It is not good in a RPG to buy all the uber equipment so the character can breeze through levels, basically skipping the journey (and 90% of the content).
I will never play an RPG MMO with micro transactions.
I want people getting the items by using the content supplied by the game, which means by doing quests and killing mobs.
It is ok in game like Planetside or heavily focused PVP games with little PVE, but not for games like EQ2.
So Smedley should be careful what he does.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
Not equivalent. Rockband and Guitar Hero are not changed by the addition of new content. An MMO, where the items cause a disparity between players in game play with respect to core game mechanics is game breaking; period and end of story. It's like saying a governmental system isn't broken if we legally prefer one citizen over another in a court of law if one pays the judge and the other does not. And that is how broken most MMOs are that have in-game item shops where one player is given advantage in combat over another player. So, GL, please study some logic, especially game theory. *rolls eyes* Then again, you'll probably criticize my work on a MUD I'm developing that fixes much of these problems in MMOs and other multiplayer persistent games.
-- Brede
Smedley is just a greedy whore who is selling out to gold farming companies thru micro transaction item shops, RMT auction exchanges, and velvet rope systems. He wants to open up games to more people so he can make more money, he could care less about providing a quality MMO experience.
If you believe in the quality of your games, and you want to open them up to the widest audience possible, you can still accomplish that with a subscription system. Just let people download the client for free and try the game for the first 30 days for free, then if they like it, they pay for the client and start a subscription.
Something that can be boosted =/= something that is broken. Item shop models never need you to buy items, it's optional, not required.
That's like saying a game like Rockband or Guitar Hero is broken because you can buy additional songs for a fee.
Not equivalent. Rockband and Guitar Hero are not changed by the addition of new content. An MMO, where the items cause a disparity between players in game play with respect to core game mechanics is game breaking; period and end of story. It's like saying a governmental system isn't broken if we legally prefer one citizen over another in a court of law if one pays the judge and the other does not. And that is how broken most MMOs are that have in-game item shops where one player is given advantage in combat over another player. So, GL, please study some logic, especially game theory. *rolls eyes* Then again, you'll probably criticize my work on a MUD I'm developing that fixes much of these problems in MMOs and other multiplayer persistent games.
-- Brede
Fair enough, but to say that it's game breaking is downright incorrect. The moment when there is no limit (or where the limit is extremely high) to the amount of improvements that can be applied to a character, That's when you can consider it game breaking, which is definitly not the case in most MMO's. If Buffs can not be stacked, then jackie with 5 + 10 def buff potions in his backpack is on equal ground as tommy with only one +10 def buff potion.
And I won't criticize your work on any MUD because I pay little to no attention to low budget indie projects.