IBM Tries Middleware For MMO Economies
Thanks to Wired News for its article discussing IBM's new Business Integration for Games (BIG) middleware for online gaming, technology which "lets game publishers install billing software to keep track of transactions in their online worlds", and IBM claim might "make it easier for the publishers to charge players to gain access to new content or new areas to explore -- something that currently has to be done with expansion packs and incremental product releases." According to the IBM project manager, the BIG project could "allow users to unlock new weapons or powers by paying for them within the context of the game", and it's also suggested that the tech, though just a sophisticated in-game billing system, might mean "hard-core fans could develop their own content, insert it into the game and make money from other fans."
So hardcore fans makes and sell content to non-hardcore fans, while the developing team makes and sells more content to the hardcore fans, while the producers makes and sells bandwidth and servers to the developing team?
Unless they charge a low price for this type of game, it won't have mass appeal. (Pay a front-end fee, a subscription fee, AND a fee for extra content? Uh, not exactly budget minded.)
Doubtful.. alot of companies have tried various forms of in game economies based on items and crafts and what not.
.. EQ being the bad economy, Daoc being the better.
Now I can only comment on the MMORPGs that I have played to put this into context. I'll take EQ and DAOC as two examples
EQ's economy was the first one I was exposed to, started in beta 3 and played until before the Luclin expansion. It was all about the item drops and not really about the crafted items. (I have heard that has changed) if you found a craft you could make money at it was nerfed, platnium worthless on most servers and only on a few you could use it to buy equipment from other users.
The number of rare items and armor unfortunately never really diminished much causing those once rare items to be common place. Look at an FBSS (Flowing Black Silk Sash) for example, a once sought after item is now a few plat or a couple of trades of lower level items. As well the amount of gear and items that just make the FBSS a joke.
DAOC imo had a better economy than EQ, cash was definately useful for a long time, more focus was on crafted items and defense of the realms (which cost alot of money to upgrade and maintain keeps and such, as well people weren't sitting on massive fortunes with nothing to spend it on. As well items and armor degrade and break, not to mention the subsquent additions of alchemy and spellcrafting which also raise the bar of things to spend your hard earned gold on.
played a few other ones, Shadowbane/SWG for example and both of these had some serious economy problems (shadowbane had massive duping bugs causing massive inflation, and SWG has problems with tons of shitty items and no one wanting to buy them.)
anyways anything that will help more MMO's get a better economy i'll be all for it.
"I am a kernel in the linux army"
I hate companies that think that communities should be splintered by how much money they are will to pay for the priveledge of hitting a rat and gaining experience.
Legends servers at 40 bucks a month? You have to justify that to them, even if it means that the regular service is now lesser in some way.
In Everquest, it was mostly GM support.
As someone who enjoys taking full advantage of a standard fee, I can only see selective pricing as a disadvantage.. Where I excel not based on how well I played the game, but on how much I payed for it.