<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
	xmlns:media="http://search.yahoo.com/mrss/"
>

<channel>
	<title>Minmaxing Life &#187; rmt</title>
	<atom:link href="http://www.lejade.org/tag/rmt/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.lejade.org</link>
	<description>Enjoy yourself, it's later than you think.</description>
	<lastBuildDate>Mon, 14 Nov 2011 23:39:54 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.4</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<!-- podcast_generator="podPress/8.8" -->
		<copyright>&#xA9; </copyright>
		<managingEditor>olivier@lejade.org ()</managingEditor>
		<webMaster>olivier@lejade.org()</webMaster>
		<category></category>
		<itunes:keywords></itunes:keywords>
		<itunes:subtitle></itunes:subtitle>
		<itunes:summary>Enjoy yourself, it's later than you think.</itunes:summary>
		<itunes:author></itunes:author>
		<itunes:category text="Society &amp; Culture"/>
		<itunes:owner>
			<itunes:name></itunes:name>
			<itunes:email>olivier@lejade.org</itunes:email>
		</itunes:owner>
		<itunes:block>No</itunes:block>
		<itunes:explicit>no</itunes:explicit>
		<itunes:image href="http://www.lejade.org/wp-content/plugins/podpress/images/powered_by_podpress_large.jpg" />
		<image>
			<url>http://www.lejade.org/wp-content/plugins/podpress/images/powered_by_podpress.jpg</url>
			<title>Minmaxing Life</title>
			<link>http://www.lejade.org</link>
			<width>144</width>
			<height>144</height>
		</image>
		<item>
		<title>GDC 09: Applied RMT Design</title>
		<link>http://www.lejade.org/2009/03/gdc-09-applied-rmt-design/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=gdc-09-applied-rmt-design</link>
		<comments>http://www.lejade.org/2009/03/gdc-09-applied-rmt-design/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 19:19:41 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[rmt]]></category>

		<guid isPermaLink="false">http://www.lejade.org/?p=171</guid>
		<description><![CDATA[In this GDC 2009 session, Erik Bethke of GoPets fame and Andrew Schneider of Live Gamer - a company that provides a Real Money Trading platform to MMOs - walked us through sound Real Money Trading design for online games.]]></description>
			<content:encoded><![CDATA[<p>This session was given by Andrew Schneider of <a href="http://livegamer.com/">Live Gamer</a> (a company that provides a Real Money Trading platform to MMOs) and  Erik Bethke of <a title="Gopets.com" href="http://www.gopets.com/">GoPets</a> fame.</p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Medium" title="P3240010.JPG" href="http://www.flickr.com/photos/lejade/3390496819/"><img src="http://farm4.static.flickr.com/3056/3390496819_1f5525bc63.jpg" alt="P3240010.JPG" width="500" height="375" /></a></p>
<p><strong>- Why do players engage in Real Money Trading (RMT)</strong></p>
<p>People ask if it&#8217;s fair? Does it break gameplay?<br />
Erik: If you have an item based game, people will engage in trading whether in game or out of game so it&#8217;s simply robust design to include it in the gameplay.</p>
<p>Some of the motivations behind RMT: it enhance status, it provides in-game advantage, it gives deeper controls, it&#8217;s social, to complete collections, to obtain in-games resources &amp; money.</p>
<p><strong>- Why add RMT?</strong></p>
<p>- Safer transactions (which translates to happier players and cheaper support because then you don&#8217;t have to support the cost of players complaining about being screwed)<br />
- Motivates the player base by validating their gameplay<br />
- 10 to 20 percent incremental ARPU to active user base<br />
- It makes it possible to monetize the time-rich (non-paying) users</p>
<p>But you need to do it right and make your players aware of it.</p>
<p>When they first introduce in-game trading through Live Gamer integrated in GoPets, players kept on trading on the grey market (Ebay, etc&#8230;) until the &#8220;Peppermint Fortune Cookie&#8221; quest that tied the gameplay to the trading platform and taught the players how to use the interface.</p>
<p>Erik: &#8220;It turns out marketing is important and I&#8217;ve been really slow to believe it.&#8221;</p>
<p>Erik: &#8220;If you think you&#8217;re doing a subscription game I would argue with you for a while because if you look at WOW its game mechanics is actually completely item based&#8221;.</p>
<p><strong>- Item Design options</strong></p>
<p>- Status / Appearance (doesn&#8217;t sell as well as it used to. People expect it as default.)<br />
- Gameplay advantage (very sensitive ex: switching from main power to secondary power is one penny in Kart Rider)<br />
- Rarity (Make limited edition items)<br />
- Duration (consumable, charges, 1 Day, 7 days, 1 month, permanent, etc&#8230;)<br />
- UI (you could have custom UIs)</p>
<p><strong>- Balancing</strong></p>
<p>Impossible not to make mistakes but there are some techniques to minimize screw ups:</p>
<p>- On gameplay items you can charge for Defense (more armor) but Offense will piss players off (need to stay free).<br />
- Rental of items allows graceful re-balance<br />
- Limited Edition (by definition is a Limited problem.)<br />
- Buyback programs for collection (you could buy back the problematic items)<br />
- Nerfing which is the worst solution.</p>
<p><strong>- Multiple Currencies</strong></p>
<p>Erik: &#8220;I Like to have at least 2. a time currency (time rich) and a money currency&#8221;<br />
Also possible: a creative currency for the idea rich and ad-hoc currencies for specific purposes.</p>
<p>- Minimum level<br />
Quests: &#8220;Do this thing you&#8217;ll get this stuff&#8221; must be really clear in UI</p>
<p>- Goal Interface vs User Interface<br />
Goals must be measurable, comparable, accessible, meaningful, Scale in challenge as user progress<br />
User Interface should exist to support Goal Interface!</p>
<p>Why Transactions</p>
<p>A Transaction is a twiddle in the DB<br />
- Pick up an item / coin<br />
- Drop an item / coin<br />
- Create an item<br />
- Buy / Sell / Trade</p>
<p>Concrete, measurable (metrics) player activity. If it can&#8217;t be measured, it&#8217;s noise.</p>
<p><strong>- Thesis</strong></p>
<p>&#8220;Good online games are engaging pastimes. Great online games have robust market economies with people spending a significant amount of time, capital, and intellectual creative inside thes spaces living lives. If they are not trading, it means they are not engaged enough.&#8221;</p>
<p><strong>- High Revenues  / Low Costs</strong></p>
<p>- Go Online, Skip retail, skip COGs &amp; Intermediaries<br />
- Yes Casual, Yes Hardcore<br />
- Create addictive, immediate goal structures to get people on a rail of hard fun<br />
- Create an inherent incentive in the game for users to recruit other users (eg guilds raiding PVP) in other words use personal gain to create viral growth.</p>
<p><strong>Making a &#8220;hole in the ground&#8221; where players can just throw money in will help dealing with inflation. Other mechanisms include auctions, exchange or eventually, devaluation.</strong></p>
]]></content:encoded>
			<wfw:commentRss>http://www.lejade.org/2009/03/gdc-09-applied-rmt-design/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>

