A really interesting GDC session I went to yesterday was the "Free To Play! Pay For Stuff" round table discussing business models for online worlds based on digital item sales hosted by Daniel James, CEO of Three Rings Design, and Matt Mihaly, CEO of Iron Realms.
Three Rings' Yohoho! Puzzle Pirates allows players to purchase Doubloons for RL money and their forthcoming game, Bang! Howdy will also use a "Free To Play, Pay For Stuff" model. The Iron Realms games allow players to buy currency which can be traded between players and used to buy digital items which become bound to characters, preventing the resale of items. Another model was described by a number of developers of digital Collectable Card Games (CCGs) which sell randomly selected digital cards of differing rarity to players. In this model the secondary market between players is important and adds value as players are prepared to pay for potentially duplicate cards when they know they can sell them on. Digital CCGs weaken the important scarcity of cards present in RL as players are able to trade with all other players and so all cards are always available, but scarcity still works to a lesser extent. Adam from Purplex City pointed out that digital item or mixed reality CCGs allow far more tracking and analysis of card trades and uses over physical card games.
While the previous models are based on selling digital items created by the developers of virtual worlds, there was some discussion about Second Life and There.com which allow the sale of user created content. A lot of concerns were expressed over the sale of copyright infringing content uploaded by players. Although There.com's model of checking and approving user created content when it is uploaded initially seems to protect against copyright infringement there was some concern that the process would make There.com more legally responsible if copyright infringing material was accidentally allowed to be submitted. There were also some concerns over Second Life's model of allowing all uploads and then removing infringing content when take down requests are received. While some people worried that Second Life could not be considered a common carrier and that the analogy to web hosting didn't hold, others were happy that Second Life could not be held responsible for copyright violations without every web hosting company being made responsible for its content.
A major attraction of digital item sales models is the ability for people to pay different amounts to based on their circumstances. Whereas flat monthly subscription fees cannot be set to levels that some players are willing to pay without becoming insurmountable barriers to other potential players, digital item sales allow every player to pay what they are willing and able to pay. Digital item sale models allow larger communities, subsidised by a minority of players and allow money rich, time poor players to play alongside the time rich players found in traditional subscription games. The criticism that digital item sales allow players to "buy the game" was countered by Matt Mihaly who argued that digital item sales allow games like golf: although players can buy better clubs, they need skill too and that subscription games allow players to "buy the game" with time anyway. The more pragmatic arguments were that if games don't allow Real Money Trade (RMT) it will happen anyway and the money will go to 3rd parties like IGE. Business models that allow digital item sales allow the developers to keep the money, for players to pay what they can and for the games to generate more revenue: some of the figures revealed were $20/user/month for Puzzle Pirates, $50/user/month for a Korean digital item sale based game and $50-60/user/month for the digital CCGs - all figures that are significantly higher than the monthly cost to play a typical subscription based game.
The question of whether digital item sales implied digital item ownership provoked some of the most interesting debate. Can digital items stored on servers run by developers ever be owned by users? Does selling digital items create a greater expectation of ownership than selling subscriptions? Do RL legal precedents set by cases of digital item theft take the decisions out of developers hands? What happens when developers want to stop running a world which contains digital items owned by its users? Although online worlds have been shut down before and players have threatened but never carried through legal action, would the situation be different if players own digital items sold to them by developers? Mike Sellars used the analogy that buying a digital item was like reserving a deck chair in a country club - you purchased the right to use the deck chair, but not the right to take the chair home. Steve Jackson argued that legislation will rule on digital item ownership and that RL already distinguishes between different types of property with different limitations: land can be owned but not moved. Without ownership are digital items are just things which we can play a trading game with, but don't want to be left holding when the music stops?
http://www.herbal-store.net/breast-enhancement Breast enhancement
http://penis-enhancement-pills.herbal-store.net Penis enhancement pills
http://hair-loss-treatment.herbal-store.net - Hair loss treatment
http://breast-enhancement.herbal.lt - natural breast enlargement pills
http://herbal-penis-enlargement.herbal.lt - herbal penis enlargement
Posted by: Rod | May 31, 2007 at 04:52 AM
Anyone bought from www.belrion.com before ? heard they are a paypal world seller and are macfee secured. Appreciate some feedback from anyone ^^
Posted by: uma | July 24, 2008 at 11:38 PM
Anyone bought from www.belrion.com before ? heard they are a paypal world seller and are macfee secured. Appreciate some feedback from anyone ^^
Posted by: uma | July 24, 2008 at 11:41 PM
Anyone bought from www.belrion.com before ? heard they are a paypal world seller and are macfee secured. Appreciate some feedback from anyone ^^
buy ffxi
buy eq flat
cheap wow gold
buy world of warcraft gold
buy aoc gold
buy L2 adena
buy gils
cheap gold wow
Posted by: uma | July 24, 2008 at 11:44 PM
Anyone bought from www.belrion.com before ? heard they are a paypal world seller and are macfee secured. Appreciate some feedback from anyone ^^
buy ffxi
buy eq flat
cheap wow gold
buy world of warcraft gold
buy aoc gold
buy L2 adena
buy gils
cheap gold wow
Posted by: uma | July 24, 2008 at 11:57 PM
Anyone bought from www.belrion.com before ? heard they are a paypal world seller and are macfee secured. Appreciate some feedback from anyone ^^
Posted by: runescape gold | September 23, 2008 at 09:14 PM
Thank you very much for the information I really appreciate it!!
Posted by: Order Tadalafil | March 16, 2009 at 11:40 AM
interesting article.. thnks!!
Posted by: Online Canada Viagra | March 17, 2009 at 08:08 AM
The European company noted that Tadalafil , an oral medication for the treatment of erectile dysfunction http://www.xlpharmacy.com
Posted by: Tadalafil | May 07, 2009 at 03:41 PM
The mechanism of tadalafil soft tabs functioning is practically the same as the pill. order tadalafil It does appropriately treat erectile dysfunction or called impotence.
Posted by: Order Tadalafil | May 18, 2009 at 07:02 AM
Thank you very much for the information I really appreciate it!!
Posted by: Order Tadalafil | May 18, 2009 at 07:02 AM
Welcome to masswowgold.We are the cheapest and fast delivery.[url=http://www.masswowgold.com]cheap WOW gold[/url]
Posted by: mass wow gold | June 02, 2009 at 12:10 AM
A major attraction of digital item sales models is the ability for people to pay different amounts to based on their circumstances.
Posted by: Online pharmacy | June 10, 2009 at 06:43 AM
I wasn't too sure it was going to do anything, but the doctor prescribed it anyway, we tried it and it was wonderful. Online Viagra has completely changed my life.
Posted by: Morris | July 09, 2009 at 02:14 PM
I suffer from diabetes and impotence is part of the problem. I was scared I suffer from diabetes and impotence is part of the problem. I was scared I suffer from diabetes and impotence is part of the problem. I was scared Online Viagra would affect my heart, but after 2 years of taking it I’m going strong. would affect my heart, but after 2 years of taking it I’m going strong. would affect my heart, but after 2 years of taking it I’m going strong.
Posted by: Online Viagra | July 09, 2009 at 02:16 PM
Nice one. Thanks for the effort, we appreciate it.
Posted by: Homepage | July 18, 2009 at 10:17 PM
Officially, more than 15 million people around the world have taken Viagra since its inception in 1998. Despite being a costly affair, people are still fond of this drug.
Posted by: generic cialis online | July 19, 2009 at 01:07 AM
Aboslutely.
Posted by: Main | July 19, 2009 at 03:08 AM
I will be back many times.
Posted by: Link | July 19, 2009 at 03:16 AM
See ya!
Posted by: Site | July 19, 2009 at 03:46 AM
Hats off to you.
Posted by: Site | July 19, 2009 at 03:49 AM
let go to blogging :)
Posted by: Main | July 19, 2009 at 03:50 AM
Oh my God, yours site is excellent! Look mine:
Posted by: Visit | July 19, 2009 at 03:51 AM
You are incorrect,
Posted by: Home | July 19, 2009 at 03:51 AM
This is great for everybody.
Posted by: Home | July 19, 2009 at 03:53 AM