tag:blogger.com,1999:blog-11758224.post3592060460700701964..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Magic CircleCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-11758224.post-60677555879314228872013-08-06T12:52:39.539-07:002013-08-06T12:52:39.539-07:00Basically, I agree... although I'm a bit more ...Basically, I agree... although I'm a bit more flexible about payment. I think I probably spend quite a lot more on games than you, although I'm no whale.<br /><br />Well, if money is really all they're after, the absolute best way to do it is to let players sell their own created content and take a cut.<br /><br />But I think most developers don't want to lose control of their game to hardcore porn quiiiite that fast.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-69716761750882766562013-08-06T12:42:54.429-07:002013-08-06T12:42:54.429-07:00I'm pretty sure the only time I've ever pa...I'm pretty sure the only time I've ever paid money from within a game is when it was explicitly a demo, and spending money carried with it the promise to never have the magic circle broken again (this was the case with Puzzle Quest 2). <br /><br />My reaction isn't always as strong as yours, but generally I agree. Even in a casual game, doing anything outside of the circle to gain an advantage within the circle isn't just annoying - it feels fundamentally wrong. The reason the old MMOs never allowed players to buy in-game currency wasn't because it never occured to them to do so, but because they believed players really cared about that boundary line, and that artificial scarcity within the world is what made things seem valuable. I think what broke this philosophy wasn't a change in the gamer - it was the dominance of WoW. When it became impossible to compete with WoW for subscription revenue online games had to adapt and start exploring other kinds of revenue, and then once freemium was just starting to gain some traction it ran into casual platforms and started growing out of control.<br /><br />I think at heart what we want is for publishers to try to earn our trust, and convince us that if we spend money, we'll get a great experience out of it. That requires that whatever free/demo content is available is sufficiently engaging to win us over, and that we believe that putting down money will allow us to enter the magic circle unmolested (until we decide to leave and seek more content out).Ellipsishttps://www.blogger.com/profile/13554930621825481241noreply@blogger.com