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9-13-2011 @ 5:30PM
”The crucial part of the design is not having to invest, but wanting to. Most people in the Bigpoint universe don’t ever pay,” says Philip Reisberger. ”But if they want to pay, don’t just offer hats — offer them something that will help them. It wouldn’t ruin the game. If selling an advantage ruins the game, you haven’t done the balancing right,”No amount of facedesking...
9-13-2011 @ 6:35PM
"If selling an advantage ruins the game, you haven’t done the balancing right"Of course it ups the challenge, but in my opinion most people only accept that in one of two cases:a) the 'dumb machine' having an advantage by design to make up for its lack of intelligence, orb) them being able to *choose* to give another player an advantage.In the end what will happen is either everyone buying the advantage, or the people not willing or able to buy it leaving. The result will be the same: everyone left in the game will have the advantage and thus - negating it. It's a con scheme, plain and simple.
9-13-2011 @ 11:18PM
So... if giving players who pay an opportunity to tilt the game's balance in their favor causes balance problems then it's your fault for not balancing the unbalancing?... what?
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