<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] characters per account --> <!--X-From-R13: Pevna Uerra <oevnaNcflpubpuvyq.bet> --> <!--X-Date: Tue, 04 Apr 2000 15:50:07 -0700 --> <!--X-Message-Id: 38EA6F74.FAE46354#psychochild,org --> <!--X-Content-Type: text/plain --> <!--X-Reference: 3.0.3.32.20000403231932.008856e0#postoffice,yorku.ca --> <!--X-Reference: 3.0.3.32.20000404152825.007944a0#postoffice,yorku.ca --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] characters per account</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:brian#psychochild,org"> </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="msg00044.html">Previous</a> | <a href="msg00046.html">Next</a> ] Thread: [ <a href="msg00044.html">Previous</a> | <a href="msg00046.html">Next</a> ] Index: [ <A HREF="author.html#00045">Author</A> | <A HREF="#00045">Date</A> | <A HREF="thread.html#00045">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] characters per account</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] characters per account</LI> <LI><em>From</em>: Brian Green <<A HREF="mailto:brian#psychochild,org">brian#psychochild,org</A>></LI> <LI><em>Date</em>: Tue, 04 Apr 2000 15:40:52 -0700</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: > > Matthew wrote: > >This is the third time I've seen someone bring this up in this > >thread, and it's the third time I'll say it, "People will simply buy > >multiple accounts." I've certainly done it. > > Likewise, this is also the third time I've brought it up. In > a balanced single character/account system, the majority of > people will not buy multiple accounts. I've clearly explained > WHY not in the post below: > RE: [MUD-Dev] Gamasutra: Online Justice Systems > -Sayeed, dated 3/27/00 I don't remember getting the original, so I've referred to the archives. > You may wish to go back and read it, because > without justification, the statement that "players will buy more > accounts" in a single-character system is an assertion. 'Why > will they buy more?' is the key question. A common answer > to this is that characters appear more valuable because of: > > A) Price-Related Value > B) In-Game Value First, I have to disagree with a few of your assumptions in the original post. I'm paraphrasing the original post for the most part. I disagree that a single character per account will reduce the demand for multiple accounts. The value of a second account is what it can provide me, and I will compare that to the cost of buying that second account. If I think that a second account saves me $50 (EG, time spent) each month, then I will be willing to buy a second account until the cost to purchase the account is more than $50. Note that the economics of this get very sticky, because this may not be the value I assign to my first account, or even the value I initially assigned to my first account. Perhaps I thought the entertainment value of an account was only worth $10/month originally. After a year, I viewed my account as a $120 investment I'm willing to pay $20 to maintain and enjoy, but a second account might save me $50/month of my time I would otherwise "waste" on my primary account! (Confused yet?) You state that by raising the price, less people will want to buy a second account. I can tell you from experience this is false. Meridian 59 used to charge up to $30 per month per account of only two players on a single server. The actual cost varied depending a rather confusing function of time played, which I will not go into here. Even with an on-average greater expense per month, I don't doubt we had about the same percentage of players that had second accounts that UO does. If you think about it, it make sense. If you charge more, then you are going to attract customers that can afford to pay more. If they can afford to buy one account, then the majority of your regular players can probably afford to buy a second account. If a second account gives a large bonus to play, then your demand curve become the demand *for two accounts* instead of one. Raising the price might price out a serious player that cannot afford the costs of two accounts. You also propose that multiple accounts reduces the value of each account, so it makes sense for players to not want multiple accounts because it dilutes the real value. This is obviously false, as anyone familiar with the "tragedy of the commons" knows. The player gains gameplay advantages by purchasing a second account, even if it slightly reduces the value of other accounts (including those already owned). The question becomes: is the value of what I am getting more than the value of what I am giving up? For most people, the answer is yes, because initially it gives a competitive edge, and eventually it becomes a competitive disadvantage to not have the additional accounts. So, how can you eliminate in-game bonuses for having a second account? I'm of the opinion that you cannot. The two main considerations for getting a second account are the value of time saved and value of extended abilities. The value of time saved explains item creators. It takes me time and effort to gather game resources (EG, money) and to find someone who can make a specific item for me. If I can create the item with a second character, I can save time and money. Why? Because, for worthwhile items, the cost of producing a good should be less than the value of the item (not necessarily what it can be sold for to NPCs) in a working game economy. That means I will generally spend less time making the item than I do overall buying the item in most cases. For more affluent players, the value of the time saved is great, likely greater than the price of a second account for most games. In addition, I can use the second character to create items to sell, and provide my primary character with more money (which saves more time having to do something else to earn it). The problem is, if you make trade skills take more time or money then you effectively eliminate any in-game bonuses for being a craftsperson if the cost of producing an item is greater than the value of the item. If this is the case, whole sections of your game are going to be ignored by people who want to do something profitable in the game with their time; this is never a sound design decision. You can also apply this to other areas, such as reputation. If I want to be a vicious PKer, but I've spent time making my primary character a goody-two-shoes, I will buy a second account if it allows me to save the time invested in building the good reptuation of my primary character. Value of extended abilities explains holding mules. Most games put a limit on the items you can store. Sure, I could "hire" out another person to hold my stuff for me, but is anyone going to want to waste their character like that? Probably not for less than the price of an account! If you give players infinite storage you might eliminate this problem, but you could introduce other problems (such as bloated databases, etc). You can also apply this reasoning to skill-based systems that limit what skills you can learn, explaining again why people will create item creation mules. I'm sure most people on this list can explain why allowing every player to learn every skill is bad design. While some people will find others to fill in holes in their skill, some people will see a second account as a cheaper alternative. Even if you could reduce in-game benefits of a second account, would you really eliminate enough of the second accounts to make a difference? Raph's original point you replied to was "Fewer doesn't mean too few to cause the problem." If you have to pour extra work without the payoff of eliminating or even significantly reducing the problem, is it worth it? Probably not. Comments welcomed. -- "And I now wait / to shake the hand of fate...." -"Defender", Manowar Brian Green, brian#psychochild,org aka Psychochild |\ _,,,---,,_ *=* Morpheus, my kitten, says "Hi!" *=* ZZzz /,`.-'`' -. ;-;;,_ |,4- ) )-,_..;\ ( `'-' "Ritalin Cures Next Picasso" '---''(_/--' `-'\_) -The_Onion_, August 4th, 1999 _______________________________________________ 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="00046" HREF="msg00046.html">Re: [MUD-Dev] characters per account</A></strong> <ul compact><li><em>From:</em> Timothy Dang <tdang#U,Arizona.EDU></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00027" HREF="msg00027.html">Re: [MUD-Dev] characters per account</A></STRONG> <UL><LI><EM>From:</EM> Sayeed <yu219121#yorku,ca></LI></UL></LI> <LI><STRONG><A NAME="00038" HREF="msg00038.html">Re: [MUD-Dev] characters per account</A></STRONG> <UL><LI><EM>From:</EM> Sayeed <yu219121#YorkU,CA></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00044.html">Re: [MUD-Dev] characters per account</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00046.html">Re: [MUD-Dev] characters per account</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00044.html">Re: [MUD-Dev] characters per account</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00046.html">Re: [MUD-Dev] characters per account</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00045"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00045"><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] characters per account</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00027" HREF="msg00027.html">Re: [MUD-Dev] characters per account</A></strong>, Sayeed <a href="mailto:yu219121#yorku,ca">yu219121#yorku,ca</a>, Tue 04 Apr 2000, 05:29 GMT <UL> <LI><strong><A NAME="00033" HREF="msg00033.html">Re: [MUD-Dev] characters per account</A></strong>, Matthew Mihaly <a href="mailto:the_logos#achaea,mudservices.com">the_logos#achaea,mudservices.com</a>, Tue 04 Apr 2000, 16:11 GMT <UL> <LI><strong><A NAME="00038" HREF="msg00038.html">Re: [MUD-Dev] characters per account</A></strong>, Sayeed <a href="mailto:yu219121#YorkU,CA">yu219121#YorkU,CA</a>, Tue 04 Apr 2000, 19:47 GMT <UL> <LI><strong><A NAME="00044" HREF="msg00044.html">Re: [MUD-Dev] characters per account</A></strong>, J C Lawrence <a href="mailto:claw#cp,net">claw#cp,net</a>, Tue 04 Apr 2000, 22:39 GMT </LI> <LI><strong><A NAME="00045" HREF="msg00045.html">Re: [MUD-Dev] characters per account</A></strong>, Brian Green <a href="mailto:brian#psychochild,org">brian#psychochild,org</a>, Tue 04 Apr 2000, 22:50 GMT <UL> <LI><strong><A NAME="00046" HREF="msg00046.html">Re: [MUD-Dev] characters per account</A></strong>, Timothy Dang <a href="mailto:tdang#U,Arizona.EDU">tdang#U,Arizona.EDU</a>, Tue 04 Apr 2000, 23:53 GMT <UL> <LI><strong><A NAME="00050" HREF="msg00050.html">RE: [MUD-Dev] characters per account</A></strong>, Zak Jarvis <a href="mailto:zak#voidmonster,com">zak#voidmonster,com</a>, Wed 05 Apr 2000, 00:45 GMT </LI> <LI><strong><A NAME="00056" HREF="msg00056.html">Re: [MUD-Dev] characters per account</A></strong>, F. Randall Farmer <a href="mailto:randy#communities,com">randy#communities,com</a>, Wed 05 Apr 2000, 05:53 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </ul> <LI><strong><A NAME="00020" HREF="msg00020.html">RE: [MUD-Dev] characters per account</A></strong>, Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Mon 03 Apr 2000, 20:23 GMT </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>