originally posted by: darkbake
That is not my point, so I'll get right to it - I remember when Diablo III first came out, they had a market system where ANYONE could sell their loot
on the IN GAME MARKET for REAL MONEY. I think this kind of system should be used more. I know some companies are going pay-to-play, which is lame,
especially in the case of Star Wars: Battlefront II, which required over $2000 to unlock all of the content, with payments needed to unlock things
like entire characters or weapons (although you could unlock Luke Sywalker or Darth Vader after 40 hours of gameplay).
You could grind out loot in an RPG and then sell it for real money to someone else. Or even better, there could be a digital currency that was
accepted by multiple games, that you could also exchange for other digital currencies or through a regular online exchange for real money, too.
If someone were to make that currency, they could negotiate with the game companies to use it, just like Ripple is negotiating with banks. This would
bring us closer to a few decent ideas, such as working for oneself, setting one's own hours, doing a job you enjoy - at least for the professionals,
who would be serious about it. For those who want to dabble, maybe they could earn enough money to go to a movie once a month or out to dinner.
In the end, if our standard of living increases, especially with the possible advent of AI and better technology in general, this would be a way to
still offer work for people even if there is a decrease in traditional job opportunities, maybe 50-100 years from now. If the games got harder and
more complex, people could take years to become high-end experts. As long as enough gamers with some money to slap around were willing and able to
input real-world currency into enough games that were attached to the same trade network, interesting things could happen.
It would be much better than the "traditional" pay-to-play methods, as the gamers could earn money, too. And each game company could take a percent of
profits, not too much.
Just because you brought up Diablo III's aution house; lets talk about why it was absolutely terrible for the game, and virtually all of it's players
and how it was absolutely fantastic for Blizzard, until the player base dropped off the map.
A game like Diablo III with random loot drops, where there is no loot table, and no reliable way to get a particular item you're looking for, having
an auction house sounds like a great idea. It even feels like one at first glance.
The reality is, in order for items to have value, the drop rate for the entire community has to be so laughably low, that it's literally like hitting
state lottery to get an item worth any real value, if they weren't so poor, then the auction house would be flooded with items which would drive the
value down, which would mean you couldn't make any real dollar profits.
So the auction house forced the game to suffer by starving the actual players of any meaningful drops, so there would be value in items, so they would
sell in the hundreds of dollars. Because of this, in order to get any character a full suit of high end gear required you to use the auction house.
This was great for Blizzard, because they got 30% of every transaction, 15% from the seller, 15% from the purchaser. Once players caught on to the
scam, they quit playing and then the AH was subsequently removed and the total inverse extreme happened.... Drop rates went up significantly but
items were no longer tradeable. This is the worst possible outcome and is in fact what ruined the game completely.
The side effect of monetary value in items, is players purchasing "bots" which automate the play of the game, these bots farm 24/7, it's like a brute
force hack, because they are always in play, they always win the odds. The owners of the bot accounts then take the excess gear they got that
legitimate players can't have gotten [because of time constraints] and sell it for real world profit. The reason they removed trading entirely was
because if Blizzard couldn't have their 30%, they weren't going to allow the botters to sell on a black market.
In both scenarios the actual players of the game lost. Botters who basically cheated to print money ruined the AH by driving costs so, so, so high
with market manipulation, players were left without any real way to obtain good items. Blizzard removed trading because they stopped making a ton of
money from their double dip as a result, and spitefully killed the bots while making the game trash in the opposite extreme.
Diablo III is the poster child for why in game items shouldn't be monetized. The game becomes politically charged, and policy doesn't produce fun
design, it's produces design with profit in mind, which is often at the expense of fun.
This hit home for me, I've been playing the Diablo franchise since the original in 1998. Diablo 3 was the worst of them all and was ruined completely
from the inclusion of the auction house -- the removal of the auction house led to a knee jerk in the total opposite extreme. If people want to take
their chances on black market purchases, let them -- don't ruin my fun to protect morons who can't manage safe transactions.
In short;
Auction house ruined the drop rates; which ruined the games fun because progression had to be purchased.
The removal of the auction house lead to the removal of trading as well, so even with increased drop rates, it's still incredibly too difficult to get
what you're building for, which ruins the fun in the exact same way, but worse, then having to purchase your progression. With trading; you could
trade items you don't need for ones you're looking for, without trading, the items you don't need have no value to you, and the odds of you getting
the items you do need stay just as improbable.
The reason Diablo II was so good, is because it was dead in the middle of both of these extremes. There was fun and skill in trading, just as there
was in playing, just as there was when you obtained a great item. The loop was fun all the way through, where as the loop is broken with both the
Auction house, and the removal therein.
Also;
P.S.
The Orville? Really? The Orville is a parody homage version of Star Trek. Star Fleet has never used money.
Also; that Battlefront II blurb is totally untrue, and was never true, at any point in time. Theoretically if you never played the game, and just
tried to purchase everything with real money, because duplicates are a thing, couldn't be done with any kind of realistic estimate, secondly; it was
"40 hours" of play time not counting loot crates, or currency earned with win bonuses or dailies. Luke's 60,000 credit cost was reduced to 15,000
credits before the game even launched and real money purchases were also pulled.
The game was never designed to be pay to win, the beta just had ridiculous values set for unlocks. That's part of beta. I own BFII, and I unlocked
every hero in the first night, and have basically maxed out all my favorite characters kits with my preferred load outs in about 80 hours total.
It's really not that grindy despite what the internet wanted you to believe.
edit on 2-1-2018 by SRPrime because: (no reason given)