Root Causes 101
That beloved curmudgeon Lum has once again awakened the beast that cannot be fed.
... if your MMO has an RMT problem, then your MMO has a design flaw by definition. Simply because if someone is paying money - the measure, by almost any criteria, of the value of a person’s time in our society - to avoid part of your game, that part of the game is not fun. Because if it were fun, why would they not, you know, play it?
Amen.
3 Comments:
Now that is perhaps the most interesting, and valid counterpoint to RMT I have yet to read.
It's my position. Ditto on macroing: if people intentionally are avoiding parts of your game, those might be bad parts of your game.
Painting RMT with too broad a brush I'd say. I mostly agree with the argument, but as Brian "Psychochild" Green pointed out in another discussion about rules of designing a game, it may simply be a matter of taste. With games needing to hit a large audience and thus appeal to a wide variety of tastes, what I might be willing to pay to not play may be exactly the part of the game you enjoy most.
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