Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:

Op Ed

Graham Jans' Blog - Microtransactions Under the Microscope. Thanks Mike Martinez.
As mentioned above, the value of real-money purchases is largely defined by the player's perspective within the game world. But additionally, the real-world value of items affects their perception within the game. The obvious case of this is that selling a top hat item for $1,000 will provide a kind of instant prestige for any player owning that item, even if it has no intrinsic value or significant aesthetic value. It's valuable because it's expensive.

There is a more subtle case with content that can be accessed both through real money and in-game effort. Take, for example earning a new Champion in League of Legends. On one hand, the paying player can say, "Woo, I payed $5 and saved myself 5 days of effort!" But the non-paying player can also say, "Woo, I earned this myself, and saved $5!" It actually gives an extrinsic value to the time the player is spending in the game.

Email Digg Facebook Twitter   Share More    


 

   Current Headlines
Diablo III Claims Sales Record
Spec Ops: The Line Specs; Demo Next Month
Red Orchestra 2 GoTY Brings Free Content & Free Weekend
Ships Ahoy - Alan Wake’s American Nightmare
Bullet Run Announced
Dungeon Hearts Announced
New NVIDIA Reference Drivers
Gatherings & Competitions
Morning Previews
Morning Mobilization
Morning Metaverse
Morning Tech Bits
Morning Safety Dance
Morning Legal Briefs
Game Reviews
Hardware Reviews
etc.
Out of the Blue
Take-Two Financials - XCOM Shooter Delayed
Mech Warrior Online Beta This Week
  

 



footer

Blue's News logo