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:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

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
DEAD OR ALIVE 5 Last Round PC Launch Missing Features
Star Citizen at $77M
U.K. Sales Charts
Gatherings & Competitions
Morning Consolidation
Morning Metaverse
Morning Safety Dance
Morning Legal Briefs
Game Reviews
Hardware Reviews
Out of the Blue
Steam Top 10
Sunday Crowdfunding Roundup
Sunday Consolidation
Sunday Mobilization
Sunday Metaverse
Sunday Tech Bits
Sunday Safety Dance
Sunday Legal Briefs
Hardware Reviews
  

 



footer

Blue's News logo