Why should people with no social life, no job, and no family commitments be the only ones able to experience and joy the "best" content?
Your comment is similar to the one I answered above (Innsmouth=Abalieno). So I agree with you. (and I even posted, months ago, my own solution on MUD-Dev that is also mirrored here)
This argument doesn't disprove my point, in fact it confirms it. One of the challenges is to develop a new model that adresses even this legitimate complaint. The "equality of free time" is another of those recurring themes in these discussions.
They both need acknowledgment and work, so that we can move on.
If there are TWO ROUTES to the same result, then both routes are available. Some people have time. Some people have money. Why should only people with one of them get to enjoy the full game?
Because it crosses the line. What I mean is that when you have a desire to pay real money to avoid a part of a game, the design is broken. A similar point that I use when discussing macroing.
I do not know exactly how the example you brought works but I assume they are selling unique items, not "alternative paths".
The case of the secondary market is again the same of third party tools. They exist on a demand. This demand is always produced by weak points in the design of the game. There shouldn't be an idea such "best content".
But I also find funny what you hint:
The catasses are kids with too much time available and no money. So go with the time commitment for them and you're set. While the serious persons, with a family and a work, have no time but, supposedly, money to waste. And so go with the selling of stuff.
It may work :)
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About time commitment
Your comment is similar to the one I answered above (Innsmouth=Abalieno). So I agree with you. (and I even posted, months ago, my own solution on MUD-Dev that is also mirrored here)
This argument doesn't disprove my point, in fact it confirms it. One of the challenges is to develop a new model that adresses even this legitimate complaint. The "equality of free time" is another of those recurring themes in these discussions.
They both need acknowledgment and work, so that we can move on.
Because it crosses the line. What I mean is that when you have a desire to pay real money to avoid a part of a game, the design is broken. A similar point that I use when discussing macroing.
I do not know exactly how the example you brought works but I assume they are selling unique items, not "alternative paths".
The case of the secondary market is again the same of third party tools. They exist on a demand. This demand is always produced by weak points in the design of the game. There shouldn't be an idea such "best content".
But I also find funny what you hint:
The catasses are kids with too much time available and no money. So go with the time commitment for them and you're set. While the serious persons, with a family and a work, have no time but, supposedly, money to waste. And so go with the selling of stuff.
It may work :)