TimeOut
First Post
Ok. Maybe you can't compare different games and models of subscription directly to another. So I am going to list only what I think of the different games mentioned earlier.
I was never interested in playing Magic Online because the aspect of paying twice for cards shunned me away. The tournament and drafting features looked really neat, but after paying 50€ for new cards on eBay, I don't want to pay 50€ again for the same cards online. It would have been a cool feature to register your offline card collection for online use (via DCI sanctioned events or some such).
On the WoW aspect: I can agree with the statement that addons such as Burning Crusade are mandatory for most players. But I see them as a special case, because of the long time in between. It is not so much of an addon but rather a new game.
The DDI tabletop is another thing. If you can use it without miniatures for the basic subscription, that is fine. If you can buy additional content, that is fine too. But I don't want to pay the subscription fee and then an additional fee to use Beholders.
Edit:
That goes more in the direction of a generic "How should MMOGs work? Time vs. Money" discussion. I try to keep my comment short, because I don't want to derail the thread.
Time is a fixed limit. You can spend only 24h per day on all your activities. Since a sane person has other activities that they will do, the amount availiable for the game cuts down to maybe 14h (6h sleep, 2h food and hygiene). Usually people work, that is another reduction by about 8-10 hours (for travel). So we have 4h remaining that might be spent on the game for a given person. Others have more time, others are only willing to spend less.
But nobody can ever spend more then 24h on the game in a given day. So you can easily give clear goals to archive and balance them directly against the amount of time needed to reach it (Note: random drop chances work against this system and are stupid).
Money is a flexible limit. You can spend any amount of money you have in a day. You can't balance the rewards accordingly, because everyone has a different income and a different mindset. Some are willing to spend much, others don't.
If you define the cost of an item to high, only the rich or hopelessly addicted people will buy it. If you assign it a low cost, every player rushes to buy it and its true value will crash. It is nearly impossible to balance a system based on a flexible limit structure.
You can make a RM based system balanced, only if you limit the amount of money that can be spent in a given time frame. Of course this might not be in your commercial interest.
I was never interested in playing Magic Online because the aspect of paying twice for cards shunned me away. The tournament and drafting features looked really neat, but after paying 50€ for new cards on eBay, I don't want to pay 50€ again for the same cards online. It would have been a cool feature to register your offline card collection for online use (via DCI sanctioned events or some such).
On the WoW aspect: I can agree with the statement that addons such as Burning Crusade are mandatory for most players. But I see them as a special case, because of the long time in between. It is not so much of an addon but rather a new game.
The DDI tabletop is another thing. If you can use it without miniatures for the basic subscription, that is fine. If you can buy additional content, that is fine too. But I don't want to pay the subscription fee and then an additional fee to use Beholders.
Edit:
For some of us, time is worth a lot. Sacrificing hours to get/find an item in game cuts far more into my ressources than spending money. Especially if, as is usually the case with MMOGs like WoW, the "finding the item" part is not fun, but mindless, tiring work.
That goes more in the direction of a generic "How should MMOGs work? Time vs. Money" discussion. I try to keep my comment short, because I don't want to derail the thread.
Time is a fixed limit. You can spend only 24h per day on all your activities. Since a sane person has other activities that they will do, the amount availiable for the game cuts down to maybe 14h (6h sleep, 2h food and hygiene). Usually people work, that is another reduction by about 8-10 hours (for travel). So we have 4h remaining that might be spent on the game for a given person. Others have more time, others are only willing to spend less.
But nobody can ever spend more then 24h on the game in a given day. So you can easily give clear goals to archive and balance them directly against the amount of time needed to reach it (Note: random drop chances work against this system and are stupid).
Money is a flexible limit. You can spend any amount of money you have in a day. You can't balance the rewards accordingly, because everyone has a different income and a different mindset. Some are willing to spend much, others don't.
If you define the cost of an item to high, only the rich or hopelessly addicted people will buy it. If you assign it a low cost, every player rushes to buy it and its true value will crash. It is nearly impossible to balance a system based on a flexible limit structure.
You can make a RM based system balanced, only if you limit the amount of money that can be spent in a given time frame. Of course this might not be in your commercial interest.
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