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Roleplaying Game Taken to Court
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<blockquote data-quote="der_kluge" data-source="post: 48632" data-attributes="member: 945"><p><strong>My $0.02</strong></p><p></p><p>I used to play Everquest. Like most 20-something, out of college professionals, the time that I could play EQ was limited. I played in the evenings, and on weekends. I just didn't have the time to acquire all of the things that I wanted to acquire. I actually did purchase another player's characters for $100 after he stated in a message board that he was quitting. I don't regret making that purchase - it netted me a lot of things that would have taken months to acquire on my own. I could then enjoy more of the game that I liked, and less of it that I didn't (camping). I played on the test Server, and a few months after that, they wiped everything I had anyway, so it was all for nothing, but I enjoyed it while I had it.</p><p></p><p>It seems to me that this isn't any different than Magic:The Gathering cards. If you buy M:TG cards at a hobby shop, there's nothing to stop you from trading or selling individual cards between enthusiasts. If you pay $1000 for a Mox(sp) Gem, there's nothing stopping you from doing that. The company seems to encourage it, even, by making certain cards rare, and certain cards common.</p><p></p><p>EverQuest works the same way - some things are rare, and some things are common. In some cases, creatures that are rare drop 1 common thing, and 1 rare thing - making that rare thing doubly rare! </p><p></p><p>If MMORPG companies were smart, they would sell rare items to players for real-world cash. Maybe they could even limit it to expensive mundane items. For $50, say, you could start your EQ character in Full Plate armor (a considerable advantage, but not magical). I'd bet boatloads of people would have paid that for the extra advantage.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 48632, member: 945"] [b]My $0.02[/b] I used to play Everquest. Like most 20-something, out of college professionals, the time that I could play EQ was limited. I played in the evenings, and on weekends. I just didn't have the time to acquire all of the things that I wanted to acquire. I actually did purchase another player's characters for $100 after he stated in a message board that he was quitting. I don't regret making that purchase - it netted me a lot of things that would have taken months to acquire on my own. I could then enjoy more of the game that I liked, and less of it that I didn't (camping). I played on the test Server, and a few months after that, they wiped everything I had anyway, so it was all for nothing, but I enjoyed it while I had it. It seems to me that this isn't any different than Magic:The Gathering cards. If you buy M:TG cards at a hobby shop, there's nothing to stop you from trading or selling individual cards between enthusiasts. If you pay $1000 for a Mox(sp) Gem, there's nothing stopping you from doing that. The company seems to encourage it, even, by making certain cards rare, and certain cards common. EverQuest works the same way - some things are rare, and some things are common. In some cases, creatures that are rare drop 1 common thing, and 1 rare thing - making that rare thing doubly rare! If MMORPG companies were smart, they would sell rare items to players for real-world cash. Maybe they could even limit it to expensive mundane items. For $50, say, you could start your EQ character in Full Plate armor (a considerable advantage, but not magical). I'd bet boatloads of people would have paid that for the extra advantage. [/QUOTE]
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