for instance: how does virtual item properties have any effect on the fun factor? how does the choice of buying virtual items influence the core game's entertainment? or let me put it this way - what difference is there between a bought virtual item and one that is included in the game in terms of entertainment value (it seems to me you are questionning the value of games here, not their fun factor)
I believe that it's about the experience of getting that item. Buying it lessens the experience IMO.
Also, someone who buys via an online store a comparable item to something I've worked for essentially devalues what I've worked for.
If buying an item lessens its value, then why do you sandbox guys howl for a trader loot system? I mean cmon...you cant have it both ways.
Cause you nailed it right there...buying it lessens the experience of looting said item from a dead mob yourself. To make trader a viable class, you have to remove that aspect from gaming. So you sure didnt "earn it". You saved and bought it...be it with in game or RL cash.
Sort of takes the point out of adventuring when there is no tangible showing of content completed, just of money saved.
I'm sorry you missunderstood me Moaky. I guess what I shold have said to make it more clear (and for some to take my comment out of context) was buying items out of game with real world money lessens the experience in game. It simply removes the immersion from a world simulation.
And acquiring an item in game is not neccessarily about looting that item.
for instance: how does virtual item properties have any effect on the fun factor? how does the choice of buying virtual items influence the core game's entertainment? or let me put it this way - what difference is there between a bought virtual item and one that is included in the game in terms of entertainment value (it seems to me you are questionning the value of games here, not their fun factor)
I believe that it's about the experience of getting that item. Buying it lessens the experience IMO.
Also, someone who buys via an online store a comparable item to something I've worked for essentially devalues what I've worked for.
If buying an item lessens its value, then why do you sandbox guys howl for a trader loot system? I mean cmon...you cant have it both ways.
Cause you nailed it right there...buying it lessens the experience of looting said item from a dead mob yourself. To make trader a viable class, you have to remove that aspect from gaming. So you sure didnt "earn it". You saved and bought it...be it with in game or RL cash.
Sort of takes the point out of adventuring when there is no tangible showing of content completed, just of money saved.
I'm sorry you missunderstood me Moaky. I guess what I shold have said to make it more clear (and for some to take my comment out of context) was buying items out of game with real world money lessens the experience in game. It simply removes the immersion from a world simulation.
And acquiring an item in game is not neccessarily about looting that item.
I think probably most people understood what you were saying Suvroc. I also think people generally choose not to be baited into pointless arguments by folks that seem to thrive on them for some bizarre reason. Rather than being baited and responding in kind, your clarification was respectful as always.
I also agree that some of the recent RMT models add nothing to the game. They put a real money price tag on things that used to be obtained by actually playing the game and having fun. This certainly does break immersion. It really seems to take away from the gaming experience on multiple levels, which brings us back to the original premise of the thread. Some gaming companies seem to concern themselves less with entertainment and more with streamlining ways to access your visa card.
Comments
I believe that it's about the experience of getting that item. Buying it lessens the experience IMO.
Also, someone who buys via an online store a comparable item to something I've worked for essentially devalues what I've worked for.
If buying an item lessens its value, then why do you sandbox guys howl for a trader loot system? I mean cmon...you cant have it both ways.
Cause you nailed it right there...buying it lessens the experience of looting said item from a dead mob yourself. To make trader a viable class, you have to remove that aspect from gaming. So you sure didnt "earn it". You saved and bought it...be it with in game or RL cash.
Sort of takes the point out of adventuring when there is no tangible showing of content completed, just of money saved.
I'm sorry you missunderstood me Moaky. I guess what I shold have said to make it more clear (and for some to take my comment out of context) was buying items out of game with real world money lessens the experience in game. It simply removes the immersion from a world simulation.
And acquiring an item in game is not neccessarily about looting that item.
I believe that it's about the experience of getting that item. Buying it lessens the experience IMO.
Also, someone who buys via an online store a comparable item to something I've worked for essentially devalues what I've worked for.
If buying an item lessens its value, then why do you sandbox guys howl for a trader loot system? I mean cmon...you cant have it both ways.
Cause you nailed it right there...buying it lessens the experience of looting said item from a dead mob yourself. To make trader a viable class, you have to remove that aspect from gaming. So you sure didnt "earn it". You saved and bought it...be it with in game or RL cash.
Sort of takes the point out of adventuring when there is no tangible showing of content completed, just of money saved.
I'm sorry you missunderstood me Moaky. I guess what I shold have said to make it more clear (and for some to take my comment out of context) was buying items out of game with real world money lessens the experience in game. It simply removes the immersion from a world simulation.
And acquiring an item in game is not neccessarily about looting that item.
I think probably most people understood what you were saying Suvroc. I also think people generally choose not to be baited into pointless arguments by folks that seem to thrive on them for some bizarre reason. Rather than being baited and responding in kind, your clarification was respectful as always.
I also agree that some of the recent RMT models add nothing to the game. They put a real money price tag on things that used to be obtained by actually playing the game and having fun. This certainly does break immersion. It really seems to take away from the gaming experience on multiple levels, which brings us back to the original premise of the thread. Some gaming companies seem to concern themselves less with entertainment and more with streamlining ways to access your visa card.