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	<title>Comments on: RMT in MMOs</title>
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	<description>Games, Gadgets, and the Goods</description>
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		<title>By: Tesh</title>
		<link>http://steve.madrogue.com/index.php/2008/12/15/rmt-in-mmos/comment-page-1/#comment-11322</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Mon, 29 Dec 2008 22:12:42 +0000</pubDate>
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		<description>Agreed... except that as far as I&#039;m concerned, the &quot;balance&quot; is presently heavily skewed to the subscriber with way too much free time.  To find a better &quot;balance&quot; point, the economies will have to lean to the RMT side, at least compared to where they are today.  Ideally, neither the time-rich nor the money-rich should have an edge over the other.

Whether that means they have access to the same stuff, or there are exclusive-but-balanced items for each group, I&#039;m not much fussed over.  Either could work... but a dual currency model that gives everyone access to the same stuff, purchasable via time or cash, would mean less dev time trying to suss out the balance of two groups of exclusive stuff, and would be more &quot;fair&quot;.</description>
		<content:encoded><![CDATA[<p>Agreed&#8230; except that as far as I&#8217;m concerned, the &#8220;balance&#8221; is presently heavily skewed to the subscriber with way too much free time.  To find a better &#8220;balance&#8221; point, the economies will have to lean to the RMT side, at least compared to where they are today.  Ideally, neither the time-rich nor the money-rich should have an edge over the other.</p>
<p>Whether that means they have access to the same stuff, or there are exclusive-but-balanced items for each group, I&#8217;m not much fussed over.  Either could work&#8230; but a dual currency model that gives everyone access to the same stuff, purchasable via time or cash, would mean less dev time trying to suss out the balance of two groups of exclusive stuff, and would be more &#8220;fair&#8221;.</p>
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