QUOTE (asdfgh @ Jun 26 2008, 04:40 PM)

You only only hitting on part of the real idea behind micro transactions. To be specific as defined by wikipedia :
Micropayments are means for transferring very small amounts of money, in situations where collecting such small amounts of money with the usual payment systems is impractical, or very expensive, in terms of the amount of money being collected.
Basically you would be able to keep some sort of account balance with a company that you could use to pay for goods and services.
To give you some ideas of how these could be used in the context of something we are all familiar (Runescape) here are a couple examples. ( Not that any of these will ever happen, in Runescape or any other game Jagex makes.
1. Instead of paying a membership to get access to all the members areas you may be able to pay a toll which gives you access to those areas for some period of time. Kind of like the gates to Al Kharid only with real money. The transactions would occur in game, so that when you accepted the toll the money would get deducted from a real account.
2. You could hire a runner, NPC or real person, to run your ore from mining back to the bank for you. Each load would have a cost which would get transferred to Jagex in the case of an NPC, or to another live persons account, in which case they would be able to use the money to pay for their membership or goods and services they receive in exchange from other people.
Basically micro-transactions can happen anytime a good or service is rendered, either by the Company or another real person. It could be used in place of a subscription system, where you may only use a handful of the new features available to you. Quite possibly it could help overall development of the game by forcing the developers to develop content that users will actually pay for. How many people out there have been happy with every single update to members Jagex has released? One of the most disliked ones (at the time at least) was farming. So instead of having to weight if all the updates we receive are really worth the membership costs, we can make that decision on a case by case basis.
For those of you who have played Second Life you may already know all about micro-transactions, and it is a great example of how a game can be kept free for everyone to play, while at the same time raising enough money to keep itself in existence. Lets face it, no FTPer in Runescape enjoys having ads on their screen, so instead of having players block those ads, why not just simply try to get them to spend significantly less amounts of money in game than having a full blown membership.
What you named is hardly ever in any MMOs. If you look at games like Mabinogi, Flyff, Maplestory, 2Moons etc., they make it necessary to use the cash shop. If you don't you are at a huge disadvantage to other players. These games pretty much force you to pay [massive] amounts of cash to these micro transactions, and if you don't the grinding experience is even worse. I know people who have gotten pulled into the addiction of cash shops and have paid over 300 dollars a month to games like Maplestory.
Paying for skills doesn't work either. This would lead to people purchasing things like quests as well. How much it will cost is a different story. When you make people pay for skills, they will then add items for these skills into the cash shop...BAM! Then you are paying for more than the amoutn you planned on paying. Don't you see? These things can be easily abused, and have been in the past, which leads to people paying more than an average cost of subscribtion.
______________________________________________________
That was just going off of your examples (which are the less used examples of using cash shops). Usually, it is for items or more experience gained or money. These kind of things, as people get to a higher level, become almost necessary to actually keep up with others. Using the cash shop gives an unfair advantage to people who wind up giving money into the cash shops.
Now, cash shops CAN be balanced, but it would be tricky. Selling bonus items, that don't effect the actual gameplay, could work (it was done n MythWars I believe). Yuo could sell things like santa hats and party hats, since they don't really effect the skill of a player.
As for your example with Second Life, it doesn't really work. Second Life is NOT an MMORPG, andc is not at all like most games on your market (or the games that RS is making).
In the end, cash shops wind up getting abused by the companies pretty much forcing people to pay to the cash shops.
_____________________________________________________
QUOTE (asdfgh @ Jun 26 2008, 05:11 PM)

But its a two way street, if your a member of Runescape your already paying regardless of whether you use the services they pay for or not. The only exception to this is RWT which they have already practically killed. As long as the money that is exchanged stays within the context of the game ( using money gained from in game activity on other game activities ) then there is no real transfer of wealth to or from any player that wouldn't already be taking full advantage of that situation.
And if they enable players to be involved in the micro-transaction system that works out even better for everyone else. If you've played Second Life then you already should understand my point here.
Once again, your example of Second Life does not work here. There is NO balance in any uses of cash shops (unless they are bonus items). In Second Life, you can make money in return, while in a game like RS (for example) you cannot. You are just paying for the gaming experience, and liek I said, thesse things can and will get abused.
Using your skill example here (again): If I pay to get, say, herblore. Now you say there is no disadvantage? Players who use these skills will have easier access to money, making it a disadvantage to players who do not pay to the cash shop. Not only that, but guess what will get added once herblor is in...Herbs, other herbloring items, etc. So now players wind up paying more to get the skill up, which makes them money. Cash shops are nothing but making the game simpler for players, and some people are willing to pay for things like that.
______________________________________________________
Like I said, if there are servers for players who pay, and servers for people who do not, then fine. Let them fall into the addiction of cash shops, but I do not want to be at a disadvantage to them just because they have a fatter wallet.