Institutionalizing human behavior (was RE: [MUD-Dev] banning the sale of items)

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Fri Apr 14 16:12:36 CEST 2000


"Sellers, Michael" wrote:
> In the current example, consider for example how a simple change like
> randomized spawn points would change the nature of farming items.  Combine
> this with player-run stores (ala UO) and the ability for people to transfer
> either gold or dollars as they choose, and you have the beginnings of a
> robust and subtle solution that embraces the former problem.  And not
> incidentally, strengthens the game and the players' devotion to it.

What would the ethics of research be if one could just pay, rather than
work, to get good grades and recognition? As some other people have
pointed out, the problem is that dollars make the unfairness that you
usually are forced to accept painfully clear when a newbie can buy
himself a high position. (Perhaps more pronounced in a small community
than in a big one?). For MUDs that try to distance themselves from the
realities of the physical world, that is no good...

On the other hand: A company like Sega could probably embrace this
scheme, but I doubt that it is in the interest of a highly esteemed
company like Sony to not have a roof on the player expenditures, thus
turn the thing into an addictive casino with prices that would be
completely unreasonable to the general public. I mean, this is not their
main source of revenue, is it? My family members wouldn't recognize the
brands of Sega and EA, but they spend more on Sony equipment than most
avid gamers do on gaming. Sony _is_ perceived as an unquestioned quality
brand.  It's not only a question about achieving definitive results, but
making the philosophy and attitude of your brand explicit may be
important as well. *shrug*

--
Ola





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