There is a difference indeed. "Convenience" stuff affects those who play with numbers and actions, and "vanity" stuff affects those who play with design and looks. I mean, people trying to make place or (more likely, "and") their char to look nice, eye-comforting or at least interesting, well, they play a game too. A game consisting of combining visual elements. Maybe musical and so on as well.pppp wrote:There is a difference between vanity stuff and convenience stuff. More hats or hats for tokens most likely would not harm the game, except maybe hat trades
This interest in visual elements may be integrated in the gameplay, spinning the wheels of activity, popularity, income if you wish. A wish to have a dark wooden furniture may send some friend-wanderer into far lands where Plane grows, a wish to be a king (or queen btw) with no less than a shiny golden crown may be a reason to establish and defend a settlement in a rare place which has at least traces of gold, but otherwise useless and uncomfortable. And everybody would know that unusually good look costs quite an effort. On the other hand, selling such "vanity" things in a shop would both start to compete with in-game activity and devalue skills in style and decoration. Mostly because no sane person would try to sell items that look worse than in-game ones. So, instead of making the game better, such decision would make in-game design parts pale in comparison.
I won't dispute that this would increase income at least for some time, but nevertheless this would be trading a game quality for an income. When you can add this to the game and to its price if you feel your expenses being justified.
And vanity items do give style advantage thus being pay-to-win-in-style. Unfortunately. Simply as that: people do not pay for nothing, they buy items they consider somehow meaningful.pppp wrote:Convenience items do give economic advantage and are inevitably P2W.
Generally, yes. But if we want to give players some kind of trial access before offering a deal, we inevitably need to set a difference between free and paid accounts, the only question is how to make it to have an impact on the gameplay as small as possible.MagicManICT wrote:Then you should argue that any form of convenience attached to a subscription (or the account verification) is bad for the game.
The second fairiest thing I can imagine after having no trial at all is what I've seen in W8, IIRC, when free trial was simply limited in time, but otherwise had no disparity with paid access. Unfortunately, available payment methods were quite limited then, and the change to a more wide spectrum coincided with a rework of subscription bonuses, so even the devs probably weren't able to distinguish what affected what.
The ease to not distinguish what is game and what is RMT, and to misstep on the slippery slope of the latter.MagicManICT wrote:So what, exactly, is the difference between having a game representation of that action (the token) and not having one?
What is called as such? The sheer percentage of f2p games being p2w makes me fear that this "economics of f2p" consists of p2w tricks and excuses to the same extent.MagicManICT wrote:have you ever done the research on the economics of f2p games
Why? They are not satisfied with the game they get for their money? Or what else they paid for?Ants wrote:It's so they have something else to spend tokens on.
The trouble with trying to get more money is that you have to be sure your goods worth what you're paid. Or you can find yourself in a situation when you take a generous payment... and later the customer announces you to owe him and asks for things you had no intent to sell.