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DDI - vMinis are Extra?
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<blockquote data-quote="Fenes" data-source="post: 4300569" data-attributes="member: 604"><p>2 points:</p><p></p><p>1. VTT is not a MMOG. It works like physical miniatures. If you have no trouble buying those, why would you have trouble buying virtual ones? Both simply serve their functions on their tabletops, and can be replaced by chips and markers. If it is simply the "virtual" nature, well - music, books, programs, lots of "virtual" things are sold. If you pay for a new program, you can pay for a new virtual miniature, same principle.</p><p></p><p>2. In a time-based MMOG, those with the most time spent dominate. Those who don't have to work, who sacrifice sleep, food and personal hygiene to spend as much time as they can. So, those who have those 4 hours every few days to spend on the MMOG are left in the dust. They will be outmatched in pvp, and they will be facing a game not balanced for them.</p><p>It's really not different from money-based games, just the currency is different. But in both games, you'll end up with the haves, and the have-nots, and the addicts who ruin their life over it. Just think of the raiding guilds, who do not let one in unless one will play X hours per week, and attend Y raids.</p><p>The solution for either problem, of course, is to play games where player skill, not level or items, matters most. Where it doesn't matter much what you have, but how you use it. Unfortunately, those games are harder to make, since they actually require to be fun to play to keep players, since the players won't be kept by luring them into the usual level/item timesinks.</p></blockquote><p></p>
[QUOTE="Fenes, post: 4300569, member: 604"] 2 points: 1. VTT is not a MMOG. It works like physical miniatures. If you have no trouble buying those, why would you have trouble buying virtual ones? Both simply serve their functions on their tabletops, and can be replaced by chips and markers. If it is simply the "virtual" nature, well - music, books, programs, lots of "virtual" things are sold. If you pay for a new program, you can pay for a new virtual miniature, same principle. 2. In a time-based MMOG, those with the most time spent dominate. Those who don't have to work, who sacrifice sleep, food and personal hygiene to spend as much time as they can. So, those who have those 4 hours every few days to spend on the MMOG are left in the dust. They will be outmatched in pvp, and they will be facing a game not balanced for them. It's really not different from money-based games, just the currency is different. But in both games, you'll end up with the haves, and the have-nots, and the addicts who ruin their life over it. Just think of the raiding guilds, who do not let one in unless one will play X hours per week, and attend Y raids. The solution for either problem, of course, is to play games where player skill, not level or items, matters most. Where it doesn't matter much what you have, but how you use it. Unfortunately, those games are harder to make, since they actually require to be fun to play to keep players, since the players won't be kept by luring them into the usual level/item timesinks. [/QUOTE]
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