• Corkyskog@sh.itjust.works
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    9 months ago

    I could see developers slowly shifting their models so that they actually star planning out more free only items that take ridiculous amounts of time to achieve, purely for the rarity. Because then you just open a trading shop and take a cut of each sale. Stratify the items and make them excessively rare and you make money on the f2p to whale economy.

    • jjjalljs@ttrpg.network
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      9 months ago

      That sounds like the Diablo 3 auction house. It was very unpopular and they eventually shut it down. It broke the core game loop by replacing “kill monsters for cool stuff” with “do anything to get gold, and hit fantasy eBay” or, for people with less self control, “hit fantasy eBay with your wallet in hand”

      • Corkyskog@sh.itjust.works
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        9 months ago

        Oh I don’t see the need to loop in game currency to it. Just have a regular shop. Anything that is purchasable is going to sell for less, and everything else, well that depends. Yeah, it’s not ideal, ideally I would want everything to be free/tied to in game currency that you can’t purchase.

        • mister_newbie@sh.itjust.works
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          9 months ago

          Still describing the Diablo 3 in-game real money auction house. People just gathered the quickest-to-gather saleable thing over and over, sold it en masse for real money. Little money × many transactions = lotsa money. Then they bought the good stuff.

          Became a gold farm simulator, as full stacks of gold were saleable. If they had blocked gold sales (can’t remember if they did do so eventually), it would’ve just moved to X relatively-common legendary item.