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<H1>RE: Institutionalizing human behavior (was RE: [MUD-Dev] banning the  sale of items)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: RE: Institutionalizing human behavior (was RE: [MUD-Dev] banning the  sale of items)</LI>
<LI><em>From</em>: Xavier Plagnal &lt;<A HREF="mailto:XPlagnal#ubisoft,fr">XPlagnal#ubisoft,fr</A>&gt;</LI>
<LI><em>Date</em>: Fri, 14 Apr 2000 10:14:07 +0200</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

	 Micheal Sellers wrote :
	&gt; Along the lines that Randy posted, when faced with an inevibility
of human
	&gt; behavior, you can either ignore it, take a disproportionate and
ultimately
	&gt; futile counter-action to try and stop it, or co-opt it.  In this
case,
	&gt; adding the ability for players to have their own marketplace --
for real
	&gt; dollars if they want -- would be an example of co-opting this
behavior.  It
	&gt; would keep the players loyal to Sony and could represent a
significant
	&gt; additional revenue stream.  

	&gt; Thus far, Verant has ignored these particular inevibilities (i.e.,
selling
	&gt; items and using the data they give you as a way to cheat); now
they are
	&gt; switching to strategy #2, futile resistance.  Far better, I think
-- and I'm
	&gt; speaking in terms of both business practices and game design -- to
follow
	&gt; strategy #3.  If you're worried about a particular popular and
rewarding
	&gt; behavior ruining your game, don't ignore it or attempt to outlaw
it.
	&gt; Institutionalize it.  This is design-judo: don't push against what
you can't
	&gt; move.  Make the player's desires work FOR your game, not against
it.  

	As a Game Designer and Everquest player, I agree with this strategy.
	But as a hard core roleplaying games player, I don't want to play on
the same server as the persons who will play the game for money purposes. I
think that to create a special serveur with special registration and real
trading possibility should be a great addition to the game.
	It is a bit like Pvp or not Pvp, it is sometimes good to keep the
player who have the same way of playing together.
	As Randy posted, I like to play in a world different of the real
life and with gratification bounded to the games rules and not to the amout
of money I really have.
	With a game money oriented, there is a possibility that the same
person who have the power in the real life will hae the power in the game.
	It is not good as the games are a way to dream, to forget the real
life and have a better one in a virtual world.

	Xav "The Druid" Plagnal




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00269" HREF="msg00269.html">[MUD-Dev] meets</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Sat 15 Apr 2000, 05:11 GMT
<UL>
<LI><strong><A NAME="00378" HREF="msg00378.html">Re: [MUD-Dev] meets</A></strong>, 
adam <a href="mailto:adam@treyarch.com">adam@treyarch.com</a>, Mon 17 Apr 2000, 20:17 GMT
<UL>
<LI><strong><A NAME="00390" HREF="msg00390.html">Re: [MUD-Dev] meets</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Mon 17 Apr 2000, 20:53 GMT
</LI>
</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00271" HREF="msg00271.html">RE: [MUD-Dev] meets</A></strong>, 
Dr Richard A. Bartle <a href="mailto:richard@mud.co.uk">richard@mud.co.uk</a>, Sat 15 Apr 2000, 17:21 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00251" HREF="msg00251.html">RE: Institutionalizing human behavior (was RE: [MUD-Dev] banning the  sale of items)</A></strong>, 
Xavier Plagnal <a href="mailto:XPlagnal@ubisoft.fr">XPlagnal@ubisoft.fr</a>, Sat 15 Apr 2000, 05:11 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00384" HREF="msg00384.html">RE: Institutionalizing human behavior (was RE: [MUD-Dev] banning the  sale of items)</A></strong>, 
Sellers, Michael <a href="mailto:MSellers@maxis.com">MSellers@maxis.com</a>, Mon 17 Apr 2000, 20:17 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00236" HREF="msg00236.html">[MUD-Dev] MudDev FAQ  part 2</A></strong>, 
Marian Griffith <a href="mailto:gryphon@iaehv.nl">gryphon@iaehv.nl</a>, Fri 14 Apr 2000, 02:52 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00258" HREF="msg00258.html">Re: [MUD-Dev] MudDev FAQ  part 2</A></strong>, 
Ananda Dawnsinger <a href="mailto:ananda@greyrealms.com">ananda@greyrealms.com</a>, Sat 15 Apr 2000, 05:11 GMT
<UL>
<LI><strong><A NAME="00279" HREF="msg00279.html">RE: [MUD-Dev] MudDev FAQ  part 2</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Sun 16 Apr 2000, 06:16 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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