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No plans to introduce real money payments
At a press conference during the BlizzCon convention in Los Angeles yesterday, Blizzard stated firmly that it had no plans to implement real money transactions in World of Warcraft - or any of its other games.
It is an increasingly popular trend in Asia to run free-to-play MMOs where players buy in-game items with real money, and the these games are now starting to appear in the West.
But when it was put to him that Blizzard lost money by not charging for items, company co-founder Frank Pearce, senior vice-president of product develepment, argued that subscribers have a better experience and are more loyal.
"Can you show us a profit and loss statement that shows that we lose money on that?" he challenged.
"I would say that that's arguable, because part of protecting the integrity of the game is ensuring that the subscribership has a reason to continue playing and feels good about the experience that they have.
"You could potentially say that we'd do an RMT [real money transactions] server, but at the same time you might find that the average subscriber life on an RMT server is lower than on a normal server."
The company also feels that World of Warcraft hasn't been too badly hit by farming and real money trading in its currency. "The good news for us is it doesn't break the WoW economy," said Rob Pardo, vice president of games design.
"If you look at the auction house and the prices of items, they haven't grossly inflated over time. The economy has managed to survive."
Its impact is still felt, however, and still unfavourable, according to Pardo. "The biggest impact is that it cheats players out of their experience. They don't bring in any trappings of the outside world, and they want an even playing field."
2009年08月19日 05点08分
1
At a press conference during the BlizzCon convention in Los Angeles yesterday, Blizzard stated firmly that it had no plans to implement real money transactions in World of Warcraft - or any of its other games.
It is an increasingly popular trend in Asia to run free-to-play MMOs where players buy in-game items with real money, and the these games are now starting to appear in the West.
But when it was put to him that Blizzard lost money by not charging for items, company co-founder Frank Pearce, senior vice-president of product develepment, argued that subscribers have a better experience and are more loyal.
"Can you show us a profit and loss statement that shows that we lose money on that?" he challenged.
"I would say that that's arguable, because part of protecting the integrity of the game is ensuring that the subscribership has a reason to continue playing and feels good about the experience that they have.
"You could potentially say that we'd do an RMT [real money transactions] server, but at the same time you might find that the average subscriber life on an RMT server is lower than on a normal server."
The company also feels that World of Warcraft hasn't been too badly hit by farming and real money trading in its currency. "The good news for us is it doesn't break the WoW economy," said Rob Pardo, vice president of games design.
"If you look at the auction house and the prices of items, they haven't grossly inflated over time. The economy has managed to survive."
Its impact is still felt, however, and still unfavourable, according to Pardo. "The biggest impact is that it cheats players out of their experience. They don't bring in any trappings of the outside world, and they want an even playing field."