<!-- MHonArc v2.4.4 --> <!--X-Subject: RE: [MUD-Dev] Gamasutra: Online Justice Systems --> <!--X-From-R13: Enlrrq <lh219121NKbexG.QO> --> <!--X-Date: Mon, 27 Mar 2000 10:48:28 -0800 --> <!--X-Message-Id: 3.0.3.32.20000327134810.0096d100#postoffice,yorku.ca --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, RE: [MUD-Dev] Gamasutra: Online Justice Systems</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:yu219121#YorkU,CA"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00733.html">Previous</a> | <a href="msg00735.html">Next</a> ] Thread: [ <a href="msg00727.html">Previous</a> | <a href="msg00736.html">Next</a> ] Index: [ <A HREF="author.html#00734">Author</A> | <A HREF="#00734">Date</A> | <A HREF="thread.html#00734">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>RE: [MUD-Dev] Gamasutra: Online Justice Systems</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: RE: [MUD-Dev] Gamasutra: Online Justice Systems</LI> <LI><em>From</em>: Sayeed <<A HREF="mailto:yu219121#YorkU,CA">yu219121#YorkU,CA</A>></LI> <LI><em>Date</em>: Mon, 27 Mar 2000 13:48:10 -0500</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> >Sayeed wrote: >>I don't think this is a very big problem in a >>pay-for-play system because people WILL be >>discouraged by the extra cost. Sure, a few will >>shell out the extra cash and figure out a way >>around the checks for a character they can "risk," >>but on the whole you will have a lot fewer multiple >>characters. Raph Koster wrote: >Fewer doesn't mean too few to cause the problem. I'd guess a double-digit >percentage of our players have multiple accounts. The problems it causes can >be quite severe since the advantages can be very large. I disagree, and I think I've been focusing too much on one aspect of the solution, a character's relationship to online society (responsibility) and not on the other side of the coin, a character's relationship to the player. They are, of course, very closely related, but I consider them discrete concepts and to respond I'll have to go into the latter more thoroughly. Raph, I think you were referring to Ultima Online (?), so let me use that as an example. If I remember correctly, an Ultima Online account costs $10 per month and entitles you to 5 characters. This means that players can create one character for adventuring, one for item creation, one for a mobile storage, another for anti-social activities, etc.. If they buy another account, they get 5 more characters to play with. Characters, therefore, are relatively cheap. That's the relationship between characters and their players. So when a player makes a decision to buy another Ultima Online account, a part of the reason he's doing it is because characters are so cheap. Five for another $10 ($2 each) and each character can do the same things as every other. (I would also propose that being able to have many characters also distances a player from his characters.) Now consider a single character system. $10 in this system buys only one more character. A player invests time and work into one character, say becomes an adventurer, and wishes he had another life. (Don't we all in RL). Then he thinks of the cost/benefit. This time, a character is very valuable to him ($10 each). He probably won't pay for another character. There's an obvious response to this, and I'll cover it, but here's where it gets a little bit complicated. By increasing the price of characters, you're increasing the value to the player, and this seems to imply that players would be WILLING to pay more for the higher value, right? There's two aspects of value we need to look at to better understand the situation and to understand why this is false. 1) Price Related Value 2) In-Game Value The first "value" is the increased in perceived value that a player might see just because accounts are more expensive. They cost more now, so doesn't that mean they're more valuable? Since this is price-related value (actually not value at all, just cost), all we need to do is look at a simple ECON 101 demand curve and examine the inverse relationship between cost and quantity sold. So the price "value" will discourage players to buy fewer accounts than in a multi-character system. The second type of value is 'real value,' the increased value a character has simply because it's more entertaining now to have more lives in a world of less anti-social player activities and where people feel responsibility as characters. You're not making new characters different in any ways, but the world is fun, and so each character will have more fun than in a multi-char system, right? This would seem a fairly obvious reason there might STILL be a double-digit number players willing to pay for as many new accounts as they bought in multi-char Ultima Online, despite the increased cost per character. The problem with this logic is that buying another account is a value-decreasing action. When you buy a new account, you are negating all the good effects that people having only one account creates. This is easier to see if I show it on a larger scale. Fictional Single Character Ultima Online. Playerbase: 100,000 (random guess) All 100,000 go out and buy 4 new accounts each. Now they have multiple characters to enjoy the world. Of course, now it's very clear that the problems associated with multiple characters have increased and the 'real value' of each character has gone down. Player Killing, harassment, distance from characters, muling, mutiple item creation experts, all these things decrease the value of characters until they're basically the same as having more characters in a multiple character system. What are our players paying for? They're paying $50 for no extra value. Reduce the number of characters each of the 100,000 buys by one. Now they have four each, and there are still a lot of multi-char related problems. Now they are paying $40 for only slightly higher value per character. Finally they buy only 3 characters each, and are paying $30 for a bit higher value. $20 for even higher. $10 for very high value. If it applies at 5 characters each, then it will apply at 1 character each. If it applies for 100,000 people then it applies for 10, though it's HARDER TO SEE. Each player that buys a new account dilutes the benefit of that account. This is not a deterrant from buying new accounts, it's a ground-level reduction of the VALUE of each account, a cancellation of the REASONS for paying for the account, and will insure that multiple account fever does not get out of hand. Why would people pay more for less? Of course this means that you have to judge your cost just right. It also means that charging LESS for the same product, even though it is economically viable, might not be the best thing to sell a valuable product. If your overhead was low and database/other costs are reduced, then you might have to charge what the product is worth, instead of what you paid/pay to create/maintain it, to MAKE it worth that. Once a balance is found, it means that you'll have a much stronger MUD with a LOT fewer problems than inexpensive-character MUDS. Are you hurting the less well off? No. IF people get around your credit-card verification methods then you might be allowing the rich to purchase value-reducing accounts, allowing them to pay for another online experience, you might be allowing the rich to slightly reduce the value of all accounts, but single character systems does not hurt the less well off. It makes their (and everyone's) experience more enjoyable. On a related note, I think that just the time investment players will put into their initial character will be a deterrant from purchasing another one. They'll identify with him/her, feel his responsibility, and maybe even choose to role-play him. They will BE their characters, and so we'll have less mass-murderers, less anti-socials, and more involved players. Why go through the trouble of finding a different name and different credit card to pay through, when you've started to thoroughly enjoy playing one character? Enjoyment. A single-character/expensive-character system makes things fun, and in the end that is what it's all about. --- Hmmm, I'd appreciate feedback. What are my major oversights? Zaid Sayeed yu219121#yorku,ca zaidsayeed#hotmail,com _______________________________________________ MUD-Dev mailing list MUD-Dev#kanga,nu <A HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00757" HREF="msg00757.html">RE: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong> <ul compact><li><em>From:</em> Wes Connell <wconnell#skotos,net></li></ul> <li><strong><A NAME="00736" HREF="msg00736.html">Re: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong> <ul compact><li><em>From:</em> "Todd McKimmey" <rufus#wombatgames,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00733.html">Re: [MUD-Dev] Online Justice Systems</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00735.html">[MUD-Dev] Trouble Makers or Regular Citizens</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00727.html">RE: [MUD-Dev] Gamasutra: Online Justice Systems</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00736.html">Re: [MUD-Dev] Gamasutra: Online Justice Systems</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00734"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00734"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Online Justice Systems</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00733" HREF="msg00733.html">Re: [MUD-Dev] Online Justice Systems</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Mon 27 Mar 2000, 18:46 GMT <UL> <LI><strong><A NAME="00746" HREF="msg00746.html">Re: [MUD-Dev] Online Justice Systems (response to J C)</A></strong>, scott guzman <a href="mailto:shade2x#writeme,com">shade2x#writeme,com</a>, Mon 27 Mar 2000, 23:13 GMT <UL> <LI><strong><A NAME="00747" HREF="msg00747.html">Re: [MUD-Dev] Online Justice Systems (response to J C)</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Mon 27 Mar 2000, 23:24 GMT </LI> </UL> </LI> </UL> </LI> </ul> </ul> </ul> <LI><strong><A NAME="00727" HREF="msg00727.html">RE: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 24 Mar 2000, 17:56 GMT </LI> <LI><strong><A NAME="00734" HREF="msg00734.html">RE: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong>, Sayeed <a href="mailto:yu219121#YorkU,CA">yu219121#YorkU,CA</a>, Mon 27 Mar 2000, 18:48 GMT <UL> <LI><strong><A NAME="00736" HREF="msg00736.html">Re: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong>, Todd McKimmey <a href="mailto:rufus#wombatgames,com">rufus#wombatgames,com</a>, Mon 27 Mar 2000, 19:45 GMT <UL> <LI><strong><A NAME="00739" HREF="msg00739.html">Re: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong>, AR Schleicher <a href="mailto:ars#iag,net">ars#iag,net</a>, Mon 27 Mar 2000, 20:16 GMT </LI> <LI><strong><A NAME="00751" HREF="msg00751.html">Re: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong>, Sayeed <a href="mailto:yu219121#YorkU,CA">yu219121#YorkU,CA</a>, Tue 28 Mar 2000, 19:35 GMT </LI> </UL> </LI> <LI><strong><A NAME="00757" HREF="msg00757.html">RE: [MUD-Dev] Gamasutra: Online Justice Systems</A></strong>, Wes Connell <a href="mailto:wconnell#skotos,net">wconnell#skotos,net</a>, Tue 28 Mar 2000, 20:25 GMT </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>