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With more MMORPGs on the market as ever before, it's easy to see that in many ways, the genre has grown stagnant. Luckily, there are changes headed our way! Here is a list of 5 features that players can look forward to for the future of MMORPGs.
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What the hell? Seriously? What the hell?
Using their own currency is beneficial to gamers? Simple because they can use that currency between games?
You know what other currency I can do that with? The US Dollar. And I can use those dollars to buy stuff in non-Wemix games, as well as things like food, clothing, socks.
Sorry. But this is just a bad take. Unique currency is NEVER a positive for customers. and we certainly aren't "Lucky" it's heading our way.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The funny thing is most games never give you the ability to move currency between games after you've spent it.
When I "Cash Out" and my WeMix Bucks went up in value (whatever their currency is), will they have to report my "profit" to the IRS?
Here is an example of how "Lucky" customer are:
In MIR4, players have the opportunity to earn money. The game uses the play-to-earn NFT system. You need to farm Darksteel and then melt it into a Draco-own utility token. To make one Draco, you will need 100,000 Darksteel + a small fee paid in Darksteel. And today we will tell you how to Cash Out in MIR4.
How to Withdraw Money in MIR4
Yeah lucky me!
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Pay 20 bucks for a new mount.
Decide to play a different game. Pay 20 dollars for a new mount in that game.
You now spent 40 dollars.
As opposed to selling the asset, getting a currency that can be used in other games, and then buying that mount in the other game.
What you're looking at are the steps it takes to cash out to USDT and it is definitely confusing for some people.
But I believe in the future it's going to be way more streamlined. In fact, other games already make asset selling much easier.
Even if you can NEVER CASH OUT the currency, and even if you take a 50% loss, a future where I can get rid of assets in one game I don't play for assets in another I do want to play is way better than having to spend tons of money in multiple games.
That's not how you spark innovation in a game. That's how you find new ways to nickel and dime gamers.
How many gamers would love Facebook style targeted ads in their face when they're trying to play an MMORPG?
The largest barrier to innovation in this industry is that we have a large number of mediocre to bad, Frankensteinian products being floated by predatory monetization schemes diluting profit potential for any one project. Doubling down on that is not the way out. Allowing the market to actually cull the weak is.
Now, they want to sell us on the New and Improved™️ cash shop!
Even if these early iterations are benevolently designed, it won't remain that way if the monetization becomes widespread. It's a recipe for disaster, and it's a solution to a problem created by the industry in the first place.
There's literally a problem here. Take games like Fallout 76. People are finding god rolled items, then selling them on 3rd party sites for real money.
People still gold sell.
People still by cosmetics in cosmetic only cash shops and never wear those cosmetics but can't get rid of them.
These are all real issues, two of them predated the cash shops and GACHA we have today.
It seems these are real problems where developers proposed real solutions. Let all players do it within a system where the developer still profits, or at least isn't losing money.
It's not the game developers that created the problem, we did. Maybe not we specifically, but gamers are the gold sellers, and account sellers and the buyers of those items. Why are we going to get mad when developers finally say "okay fine, you can do it, but we'll take a cut"
You can't act like that was part of the game's development. There's a huge difference there, and it's not really deniable.
And there goes the game design. The entire premise of these P2E dreams rests on a rather bizarre idea that everyone involved will play along with an idealized version of the system. That's not possible.
That's a real problem for them. Maybe not for us.
But you can't just open the flood gates to sell everything and not have a way to profit from it. There's no way that is sustainable.
Players have been selling accounts since everquest. Even if you take the blockchain part out of the equation entirely, there's still a valid reason for developers to want to do this, and while there are a few downsides, I think if they take the volatility of the market out of it, it would work very well for both players and developers.
Edit-- the key difference between this and players buying and selling against EULA is exactly that: devs have zero responsibility to retain any value in any account or any item in said account, because the company isn't condoning or doing the selling.
Oh and while you're at it just fucking design a good game instead of a good system to make money from it.
Good AI? Sure, all for it. The rest? Who cares.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
The industry's shift towards cash shop is to blame for the attitude you describe.
I think that there are a lot of people that are very shortsighted on muti game economies.
Everyone thinks it's all about the money you get out of the game, and that's why you need the value. But that's not always the case, and doesn't have to be the case. You don't need variable prices. You don't need tokenomics. You don't even need blockchain (though it makes it easier to build if you use it).
Games seasonally introduce assets all the time that then disappear for a long time or forever. This has been going on for a long time.
Especially where these items are cosmetic only, there's a set asset price on these assets. The ability to sell these items, or even if you were able to burn these items for currency in another game isn't a bad thing.
It doesn't throw off the economy
It doesn't encourage botting
It doesn't make items cost more or limit scarcity outside of any other game
It doesn't require additional economic factors to hold a price point
It does encourage player retention within a network
It does give players a way to rid themselves of assets they no longer use
It does give developers a way to profit from player to player sales
It does allow players to buy normally limited items they otherwise would have to wait months or years to get
And I think that we're going to see developers get there. Far sooner than we had hoped because those that were attempting to live the crypto dream have realized you can't create a bad game built only on tokenomics and have it work. The market is too volatile for that.
But you can make a proprietary currency work with RMT and multiple games, without the problems that the crypto clowns made for themselves when crypto was on the rise and they thought they didn't need a sensible diversified monetization plan.
Blockchain does nothing to solve that last part. And again, this argument is couched in the fact that it was developers creating cash shops that conditioned gamers to feel loss in the first place. A problem, created by the industry, and a solution, created by the industry.
But just because you don't need it doesn't mean you shouldn't use it.
Instead of, say, just creating a secure asset market using traditional security methods? What is the benefit of including complexity for the sake of complexity in a consumer product? If it's all on the backend and hidden, why use Blockchain unless it's cheaper than more traditional security methods? Is that the case? I haven't seen that argument.
However, I still look forward to see what is coming. Reading the forums, I think I'm the only person who looks forward to owning my own little digi-plot or lane and getting a house, farm and raise a few digi-pets. I look forward to mixed reality, and anything else they throw at me. Some will stick and some won't.
From what I've found, the legions or innovations aren't good or bad. It's the implementation that determines good v evil.
Come future, I'm looking forward to you.
But the argument isn't "should you use blockchain" really. The reason a lot of these "features" cropped up recently is because they were all advertised as inherent benefits to blockchain. (on top of the security, etc.)
But it is a very difficult system to use. I've played a lot of blockchain games and only one of them made buying and selling easy.. without jumping through all those hoops.
But if developers decide that they can do this all without blockchain, I'm for that too. It just seems like the ones that are seriously putting in the effort are the blockchain studios.
Normally when people do any activity for entertainment, golf, go to a movie, go fishing it's to enjoy themselves with little, if any though to making big money off of it.
In gaming I have no problem spending some cash, even hundreds of dollars for my entertainment as again, I've never tried to profit from time spent in game.
Reason why is simple, the minute you intentionally make it so recovering what I spent, or worse profiting from my in game activities part of the core game play loop, my entertainment turns into a "job" which I take a hell of a lot more seriously than I would want to in gaming.
I mean, I guess other gamers might relish such any opportunity to make a living from such, but as far as I'm concerned, their wants and desires can go
Cheers.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Games are escapes from reality, little breaks from the mundane and commonplace. I want games designed based on what's fun, not what coerces players to buy the most non-existent assets given value defined by the whims of developers who know nothing about asset investment.
These marketplaces are the same vein as in-game ads. Ready Player One was not a utopia, it was a dystopia.