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美网游开拓商与出版商力促现金交往

时间:2010-02-21 15:08

Gala-Net: 极速赛车网络游戏《Upshift StrikeRacer》开辟商,网络游戏门户网站GPotato.com的运做生意和《飞飞》、《封魔传奇》、《星际牛仔》英文版发行商, PlaySpan: 是一家位于加州的专门为网络游戏出版商提供收费技术服务的公司,比来获得650万美元风险投资,这次融资将用于稳固PlaySpan在网络游戏和传媒界限的位置,加快假造商品市场的成长。 Gala-Net已经颁发与PlaySpan合营期近将颁发的产物中将推出道具交易体系。这个体系是一个安定且互动的交易体系。体系的践诺有助于大大缩短不合法交易和专揽性交易举动。因为思虑到现金交易给游戏带来的劝化,现金交易一直自此都是MMO备受争议的议题。因此,Gamasutra就该现金交易体系的践诺及其事理采访了Gala-Net副总裁John Young。PlaySpan编制是独一的交往编制吗?玩家还可能从Gala-Net供应的交往接口购买道具吗? John Young: PlaySpan的编制对Gala-Net游戏产物起到了完美的功用,同时为玩家的互动交往增补了新的式样。打个例如,在一个专制者把持的国家里,统统的工厂都归某一小我统统,中心银行控制着统统的交往,那会是一种什么状况。目前的我便是这样一个专制者。 岂论小我是多么的开明,也无法满足玩家的统统必要。并且,我或者会把时值定得太离谱变成经济混乱而全然不知。目前,当经济最先呈现混乱的时刻,大无数厂商不得已针对部门玩家封号。 相背,经济越敞开民主,人的主观能动性和创作发明性就越强。我们目前向大师颁发,我们要创办一个富有弹性的,动态的,像美国、新加坡和香港一律的经济体。我们将使用统统可能使用的资源,统一统统可能统一的势力为玩家制作出更好更具趣味性的游戏。 Gala-Net有很多种各不不异的游戏,统统的玩家都可能在游戏内或者GPotato.com上实现交往,还拥护面对面的交往。我们的游戏是万万基于微交往的游戏,也便是说,我们的游戏不只拥护游戏币还拥护现金货泉,每个玩家都可能使用这些货泉买东西。 游戏安排担保了Sword of Eternal Brilliance只能从Boss级的龙身上获得,婚纱只能在市廛里买。目前增补的新机制敞开了新的获得渠道,你既可能在游戏内的拍卖行也可能经过议定网站的拍卖行来举办交往,我们要做的是担保每一步交往的安然性,并怂恿玩家销售道具的结尾使用权。 Gala-Net和PlaySpan有没有措施保证道具不在本编制之外的地点销售呢? 我们创办了反欺诈团队,我们的游戏控制员会找出在非授权网站上举办交往的玩家,恩赐警告或者封号处置。我们所做的统统都是为了担保交往的凿凿性和完好性。 目前,非授权交往产生的题目很多,玩家付了钱,但得不到想要的东西,被动申请资金赎回,玩家的银行信用品级受到了势必的摧残。我们提供应玩家的势必是既安然可靠又经济的大众化交往渠道。 对玩家来说,使用你们的式样举办交往的最大的便宜是什么? 本色上,经商是格外乐趣的工作。所以一个安排优良长于搜捕玩家交往趣味的游戏比那些粗心玩家交往愿望的游戏要乐趣的多。 既然这么说了,我们就要这么做,我们必需工整小心地促成我们的“市场经济”机制。实际全国市场经济给了我们很好的策动,促成历程不会一帆风顺,挺进的门路上势必是充实荆棘。通货膨大、财产泡沫的破裂等等这些名望对“市场经济”的劝化是格外晦气的,进而劝化到游戏的趣味性。但我们势必会尽职尽责,在游戏安排最关节的地点保证游戏的趣味性和吸引力。 从玩家的角度来思量,虚构交游无疑是游戏异日的一个成长趋势。当前,摆在厂商和发行商面前的路有两条可走,要么将其消除在发芽状况,就好像什么事情没有形成一样,要么将其纳入游戏以增补游戏乐趣性。 为什么并不是总共的游戏都在设立这样的系统,他们这么做有什么实际的原因吗? 设立这样的系统是需要良多技巧的,并不是看起来那么的简单。Gala-Net在这个方面已经积累了非常丰厚的经验,不像其他发行商感触那么目生。到当前为止,技能的稳妥性的担保还不是那么便当抵达。 在执法和会计上又有良多的观念没有获得很好的定义。在担保交游公道的题目上还要支付良多勤奋。把金钱效应对游戏乐趣性的劝化降到最低是我们的见义勇为的责任。 这个系统对年龄或其余的方面有什么局限吗? 在接下来的几个月,我们会将践诺细目包括合用的产物颁发出来。 Q&A: Gala-Net‘s Young Talks PlaySpan RMT Deal MMO firm Gala-Net (Flyff, Upshift Strikeracer) has announced that the company will provide in-game item exchange for upcoming titles through an agreement with PlaySpan, the recently launched "first publisher-sponsored in-game commerce network." According to an official statement from Gala-Net, which runs the GPotato.com online portal and was founded in August 2004 as a subsidiary of large Japanese online community firm Gala: "The PlaySpan partnership provides Gala-Net’s extensive community of gamers with a secure and interactive marketplace for buying and selling items. The partnership will cover multiple, yet to be announced titles, and will help greatly alleviate concerns about improper transactions and predatory traders." However, the concept of RMT (real-money transactions) within games has continued to be a controversial one, given that MMOs have historically discouraged the practice for gameplay-related reasons - and this solution effectively allows an open economy in games. Therefore, Gamasutra sat down with John Young, corporate vice president at Gala-Net, to discuss the new deal and why it makes sense for his company‘s games: Is this PlaySpan deal the only way you can buy and sell items in Gala-Net‘s products? Can you also buy in the interface of the game directly from Gala-Net? John Young: PlaySpan supplements what Gala-Net’s games already do, and expand the player offerings in exciting new directions. Imagine a country where one dictator owns all the factories and the central bank and can regulate every transaction in the economy. I’m the dictator now. No matter how enlightened I am, central planning just cannot foresee everything the players will want to do. I might price things incorrectly, for example, and never know. Like most publishers, we currently ban players that trade virtual assets outside of the defined ways we allow. However, by having an open economy, a tremendous amount of activity and creativity is generated. What we’re saying is that we want to be a dynamic trading nation like America or Singapore or Hong Kong. And we want to harness this info to make better games. Every Gala-Net game is different, but typically a player can buy items both in game or via the gpotato.com website, and can usually trade them to a willing buyer face-to-face in game. Our games are 100% microtransaction-based, meaning that we have an in-game currency and a cash currency, and each buys different things. Game design ensures that the Sword of Eternal Brilliance only drops off a boss dragon, while a wedding dress is a cash-shop only item, for example. What is new now is that players can trade via a rich range of auctions either in-game or via a web interface, and we are verifying the transactional integrity of it every step of the way, and actively encouraging players to trade their license to use virtual items. Will Gala-Net and PlaySpan have any measures in place to try to ensure that the products are not bought and sold separately from their own system? We have an anti-fraud team and Game Masters actively looking for players trading in unauthorized ways and warning or banning them as always. One of the biggest reasons we are offering this service is that we can finally ensure gamers that their transaction is real and they will get what they pay for. The reality of a lot of unlicensed trading today is that they end up like drug deals gone bad – players purchase one thing and then don’t get it, so they charge back, which hurts their credit rating. We want to give players a safe and secure way to do what we all know is economically popular. What is the big advantage to consumers of using this method to buy and sell items? Trading is fundamentally fun. We believe that a properly designed game that captures the thrill of the market will be a more fun game than one that ignores the desire to trade. Having said this, we have to approach the power of trade carefully. The real world is replete with examples of a botched transition to a market economy. Hyperinflation or burst asset bubbles are not fun, and game design has a critical role to ensure that all this trading serves the ultimate goal of a fun and engaging virtual world. But by actively taking a customer perspective on things, it’s clear that the future of games involves trading virtual items. The choice before developers and publishers today is whether to try to shove it under the carpet and pretend it’s not happening, or to harness the reason people want to trade and incorporate that into the fun. Why don‘t all games have systems like this set up? Are there any practical reasons for not doing it? It’s actually a lot trickier to execute than it looks. Gala-Net has a wealth of experience about integrating virtual items with real-world money, which is foreign stuff to many game publishers. The reliability in the tech has not been easily available until now. There are a lot of legal and accounting issues that are really not well defined. It takes a lot of effort to ensure that trading does not allow rich players unfair (that is, “un-fun”) advantages. And it’s scary when you are the dictator voluntarily giving some power to the people. But the advantages outweigh the risks. Are there any age limits or other restrictions with the system? We’ll be rolling out specific details of how this will all work, and which games we will be applying this to, in the coming months! 原文地点:http://oxer.blog.sohu.com/68844072.html


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