Treasure Island

ok, so over on Slashdot there is this story about someone dropping $26K and change for a “Treasure Island” in some MMORPG. Ok, so is this cool? I’m not sure, but here is an idea that if I were the developer of one of these MMORPGs: sell one-of-a-kind items on both e-bay and in-game, so that actual riches will flow to me, and virtual riches will flow in-game. A vibrant in-game economy is good for the game, and taking real money from people is good business.

The basic model here is the old pen and paper RPG’s – they had an uncanny ability to get new stuff out to the players with a retail cost associated with it. They also had the knack for creating unique and limited edition objects as part of campaign settings and playable modules. Finally, they were able to successfully bring into the fold a number of talented game masters and leverage their creativity.

Taking that as a model, in addition to having these limited edition items for auction on e-bay and at in-game auction houses, both openly and in the criminal underworld, I would create systems of talent hunting, so that the really creative players can be identified and possibly offered a place at the game design tables.

Finally, I would have champions and peons being played by professionals – players whose actions are independent, but whose activity, and therefore the activities of those players who come into contact with them, are catalogued and monitored by game developers who can use that as a resource for new development.

Imagine a MMORPG that actually makes money, not just from price of entry, but because it actually produces a recurring, some would say virtual, product line, just like an actual design & manufacture enterprise that real people will pay real money for.


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