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FPSC Classic Product Chat / Virtual currency / real-world commerce

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CapnBuzz
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Posted: 28th Apr 2010 13:48
I've been playing around with a currency system in-game where gold credits gathered are spent on weapon upgrades. I have also played with the idea that these credits can be gathered in-game over time or purchased through a real-world transaction -- much like Linden dollars or credits at the TGC store. Has anyone here explored this idea with their games? Good idea? Bad idea? Success? Problems?
Bugsy
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Posted: 28th Apr 2010 16:25
most free multiplayer online games have this feature. it's very successful.

skype = isaacpreston. I want to talk to YOU
bobochobo
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Posted: 28th Apr 2010 17:00
Sounds like a good idea, if your game is popular. But how would you incorporate into FPSC, would it be multiplayer only?

Marc Steene
FPSC Master
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Posted: 28th Apr 2010 21:20
No, this wouldn't be a good idea for FPSC. It just wouldn't work.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Gizmoguy
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Posted: 28th Apr 2010 21:32
cool idea but i dont think it would be possible in fpscreator.

maybe in a single player they could buy an unlock code for a door etc that has a special item/weapon but in multiplayer i dont think anything would work. at least not in fpsc

maybe dark basic

God in his heaven, alls right with the world.
CapnBuzz
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Posted: 28th Apr 2010 22:32
Thanks for the responses!

Sounds like the general consensus is that good or bad it won't work currently in FPSC.

@ Marc Steene and Gizmoguy. Could you expand on the reasons it wouldn't work? I'm genuinely interested in the problems you see.
CapnBuzz
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Posted: 28th Apr 2010 22:34
@ Bobochobo. Most of the games that are trying this are multiplayer, but it wouldn't have to be multiplayer.

If a multiplayer game with a real-world currency system didn't work, I'd seriously think of creating a single player game with an open storyline and periodically supplying new maps/expansion packs for micro-payments.
Plystire
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Posted: 29th Apr 2010 03:51
Doing this for singleplayer isn't viable, really.

The online multiplayer games that do this succeed becauseit's multiplayer. There's always that incentive that you could be better than the other players by paying money, or you could get otherwise unobtainable items that way. And once they have them, they get to keep them for as long as they play that game. But, as we all know, MMO games are played for FAR longer than singleplayer games. I don't think anyone would buy anything for real money in a singleplayer game if they knew that it would only REALLY last until the end of the game.


The one and only,


Conjured Entertainment
AGK Developer
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Posted: 29th Apr 2010 04:41 Edited at: 29th Apr 2010 04:49
Quote: "Virtual currency / real-world commerce "

That equals virtual capitalism.

Quote: "Has anyone here explored this idea with their games? Good idea? Bad idea? Success? Problems? "

I’ve never explored it, because it can be used for other purposes.
Without knowing the integrity of all users, the intent may be jeopardized.
That could haunt the system with potentially dangerous illegal activities.
I would say bad idea for a virtual currency based on any real world dollar, unless there is a medium such as in game items.

In other words, I think that allowing players to buy and sell in game items on eBay should be encouraged and not discouraged for an MMORPG like RuneScape.
I think that selling in game items would be better as revenue than monthly subscriptions given an open market and virtual capitalism.
Then any release of a new in game item could first be marketed with minimal availability going to the highest bidder.
As time went on the aftermarket for that item would start affecting the price, and as its store sales dwindled new items could be introduced.
This would also provide hard working ‘mules’ in nation’s of poor economies to prosper by selling items like in game gold coins to someone in another part of the world for real currency.
It is a win-win situation for both people because one has plenty of time and not a lot of money, whilst the other one has more money than time.
For gamers (especially MMORPGs), mixing real world and game world economies can be a great success.
However, given a straight sale for gold has potential for money laundering schemes.
Also, some serious (maybe too serious) RPGers think that buying items like gold instead of earning them is cheating.
To that I say, BAH, welcome to capitalism, which is what you have with an open market like a MMORPG currency.

Edit
I almost forgot LOL Security.
You would have to have a rock solid system to prevent a hacker from robbing you blind.

Quote: "If a multiplayer game with a real-world currency system didn't work, I'd seriously think of creating a single player game with an open storyline and periodically supplying new maps/expansion packs for micro-payments. "

Much better idea.

   Conjured Entertainment

 WARNING: Intense Madness
CapnBuzz
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Posted: 29th Apr 2010 08:10 Edited at: 29th Apr 2010 08:12
Interesting. Thanks for the views. I really appreciate them all... and more if anyone has more???

Yes, I agree that it can be tricky in a single-player game. So, the slightly older idea -- expansion packs -- might be the way to go...? The expansion pack reminds me of a comic book... same characters but a new adventure every month.
BlackFox
FPSC Master
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Posted: 29th Apr 2010 08:20
Quote: "The expansion pack reminds me of a comic book... same characters but a new adventure every month"


I always looked forward to new comics each month when I was younger

Perhaps you and I should hook up on a weekend and discuss this further to come up with ideas you can use.

- BlackFox

Plystire
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Posted: 29th Apr 2010 12:34
An expansion pack might be the way to go, but would they really be expansions? Or would it just be a new game? Either way, it could be a continuation of your story, and it would still make you money.

I always had the thought of releasing an initial game with a basic storyline and plot, then expanding from that into different branches, different scenarios that could unfold from the original chapter. Of course, that would ensue from multiple new games/expansions that would be released.


The one and only,


Marc Steene
FPSC Master
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Posted: 29th Apr 2010 16:02
Quote: "For gamers (especially MMORPGs), mixing real world and game world economies can be a great success."


Now that makes me wonder...if we assume that in an MMORPG players buy item goods which are in very high demand and only be achieved through purchase online or trading in game, then surely the game economy should somewhat mirror a real world economy? For example, the recession in the real world economy could cause people to spend less on the game, and so there will be less of the items available, causing an increase in price in game...now that would be an interesting economic theory to test


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
xplosys
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Playing: FPSC Multiplayer Games
Posted: 29th Apr 2010 18:16
Quote: "For example, the recession in the real world economy could cause people to spend less on the game, and so there will be less of the items available, causing an increase in price in game"


It would depend on how the "items" or credits were obtained in the game. If credits are obtained by "playing the game" then there would be no shortage of credits for sale, only a shortage of cash for others to buy them with, which would create an abundance of credits which drive prices down - not up.

Brian.

CapnBuzz
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Posted: 30th Apr 2010 01:11
Yes, if it's a popular enough game, a virtual economy can very easily mirror a real world economy. I met a girl once who lived in a house with 8 people. They all played WOW and gathered things in-game to sell in the real world. I can very well expect when people don't have much money in this economy those guys -- and girl -- are having a tough time making rent.

I've read a lot about micro-payments in Chinese games (Gamasutra has some great articles) and it seems that the virtual world does mirror the real world. In essence, the wealthier classes can afford to pay real world money for in-game advancements. So, in the end, the real world poor who get pushed around by the rich also get pushed around by the rich in the virtual world. That doesn't seem like much of a game! So, why do the poor keep playing? They hope that one day they might rise in in-game wealth or abilities to rank with the wealthy. Man-o-man... my head hurts...

To me, if a game is going to be about advancement, there has to be an equalizer for those without funds -- for instance, someone with no money will have to play longer and harder but can ultimately get to the same advancement that others have paid for.

On the one hand I hate the idea of monetizing games beyond an initial sale, but if I put on my "indie developer" hat, I see it as a unique way to strengthen the small upstart company with a good product. In fact, this is the very thing TGC is doing with model packs.
Monkey Mja
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Posted: 30th Apr 2010 06:03
Probally a fail for numerous reasons.

1) This is made with FPS Creator, you need commerical license for every graphic you have.

2) Noone will want to pay for a non massive game.

3) You need to make your game like MW2 worthy.
Metal Devil123
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Posted: 30th Apr 2010 16:30 Edited at: 30th Apr 2010 16:30
Quote: "3) You need to make your game like MW2 worthy. "

Ummm... ok. Do you mean by that, that it needs to be as good as MW2? Like the same quality and everything?

God, grant me the serenity to accept the things I cannot change,
The courage to change the things that I can,
And the wisdom to know the difference.

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