This is just a basic idea and need kinks iron out. But the idea is to use Real World Money as in-game money.
When players create/buy an account they are started off with some of their money converted to its in-game version, on the character.
Players can trade their ingame currency for trade and services like any other MMO. But ingame money can be exchanged for its real world equivalent. taxes and all.
So in some ways, players can do in-game activities for real world money, such as large gathering of crafting materials, and long crafting process for money.
the economy would need to be deeper for this to work, but like I said, just a basic idea that need to be iron out.
Philosophy of MMO Game Design
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I heard a conversation about this and I really agreed with it.
questions like 'but the pixels dont really have any value'
'nor does a porche instead of a honda civic, the value is what people attach to it and often its a matter of vanity'
so why not build an account up and be able to sell it? or work on some digital property making it very impressive so that you can sell it for more.
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"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
come up to 2016 please
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as well as many others dont walk down this rabit hole you are about to get torn apart, trust me.
you have a old understanding of Unity game engine, used to be true, not anymore
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Assassins Creed
Cities Skylines
7 Days to Die
Kerbal Space Program
Hitman Sniper
Subnatutica
Rust
The Forest
more over, maybe related to Unity or not but those titles also tend to have CONSIDERABLY better game play then titles made on other engines. It might be because of the engine or just by chance I dont know.
consider yourself ripped. (unless of course you consider The Forest to be some college project of 8 bit pixels)
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- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
what does that mean and what the fuck does it have to with Unity specifically?
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Obviously games and persistent worlds need funding to operate and pay their content creators and engineers but when it becomes all about the money then what makes them so attractive becomes something about as appealing as a diseased crack-whore.
here is the thing.
in real life you pay money to buy land to build shit on it to be impressive and talk about.
hmmmmm see any connection?
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"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
so there you are with a deed that cost you $100,000 instead of $1,000 with the main difference being that you feel you are more secure in keeping it when it fact you are only marginally more secure in keeping it, I give you EMINENT DOMAIN
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Sure there are games that use all engines that could be/are well made. But lets just stick to what was said by cherry here and that mass flooding of new games are just modular and relies on wether the developer is any good with his imagination and non greedy visions. Any sort of real money use/grab or forced need to enjoy a "game" <<< game ffs.... right? should be frowned upon and not allowed in my eyes. The kind of folk that think that is acceptable type of gaming probably find real world gambling fun as well.
Do you even listen to your own logic here?
The game was free to play, but required about 10$ to get you up and running. A free player had the ability to extract "mana" from animals. This resource was used by higher players, so you could essentially sell it at a market driven rate. Not very profitable, so investing some minimal capital would save you days of animal extracting.
Once you got about 10$, you could either hunt animals or harvest resources. Weapons used ammunition and had decay. Harvesting used "probes", which is basically ammunition. This means the developers had full control over buy-in/reward. You could level up your skills, using more expensive weapons but getting higher rewards.
The whole concept is basically a big casino. I had no issue with that, knowing that's how it is - the game did not try to hide it either. You invest money, then get part of your investment back as loot. It was quite fun, so I did not mind losing some of the money in the process.
I think it's perfectly viable in a PvE game. You have different tiers of content that don't directly influence each other - if a player wants to drop 2000$ on the game, they can do that. If they want to drop 10$, they can also do that, without being completely screwed over. The 2000$ player can be spending 50$ on ammo a day, getting nice drops worth 49$. The 10$ player can be spending 0.5$ on ammo a day, getting starting drops worth 0.4$. If the game has a skill system, you are not really losing any money, as your character is gaining value as you level it up.
The one downside is that on the very low spectrum (no to minimal investment), the game should be very tedious. You can't have free players substantially impacting the game world, if there is real money involved. In a free-to-play game with no real money, the non-payers should be able to do more (in theory).
The other downside is PvP. If it is PvP centric, you might have a pay-to-win issue.