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<blockquote data-quote="Argyle King" data-source="post: 5376245" data-attributes="member: 58416"><p>The problem with the microtransaction model (from a purely ego-centric consumer viewpoint) is that they would still need to produce things which I feel the urge to buy. </p><p> </p><p>That being said, I do feel it is possible -to some extent- for a gaming company to do this and make money. While it's not exactly the same model, the folks over at SJG do something similar with their Dungeon Fantasy line of books. Instead of producing huge books which contain everything, they have smaller books which focus on more specific topics. I can choose to pick up DF 12 for Ninjas without needing to get any of the books previous to that one if I want to. (However, that being said, the first two booklets are two you should have because they explain terms and ideas used in later books.)</p><p> </p><p>However, I also think it's worth being said that -again, in my opinion from a purely consumer/gamer viewpoint, that the model works so well for them because their system's rules already do an excellent job of being modular and allowing me to craft the core mechanics into my vision of what I want a game to be. I don't need A and B for C to be plugged into my game; I can just as easily put C in there without A and B... if I really want to, I can even use a cursive or lowercase C and still feel confident that it will work. </p><p> </p><p> </p><p><a href="http://www.sjgames.com/gurps/books/dungeonfantasy/" target="_blank">GURPS Dungeon Fantasy</a></p></blockquote><p></p>
[QUOTE="Argyle King, post: 5376245, member: 58416"] The problem with the microtransaction model (from a purely ego-centric consumer viewpoint) is that they would still need to produce things which I feel the urge to buy. That being said, I do feel it is possible -to some extent- for a gaming company to do this and make money. While it's not exactly the same model, the folks over at SJG do something similar with their Dungeon Fantasy line of books. Instead of producing huge books which contain everything, they have smaller books which focus on more specific topics. I can choose to pick up DF 12 for Ninjas without needing to get any of the books previous to that one if I want to. (However, that being said, the first two booklets are two you should have because they explain terms and ideas used in later books.) However, I also think it's worth being said that -again, in my opinion from a purely consumer/gamer viewpoint, that the model works so well for them because their system's rules already do an excellent job of being modular and allowing me to craft the core mechanics into my vision of what I want a game to be. I don't need A and B for C to be plugged into my game; I can just as easily put C in there without A and B... if I really want to, I can even use a cursive or lowercase C and still feel confident that it will work. [url=http://www.sjgames.com/gurps/books/dungeonfantasy/]GURPS Dungeon Fantasy[/url] [/QUOTE]
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